private void controlRenderHardware() { offsetMatrices = skeleton.computeSkinningMatrices(); boneMatricesParam.setValue(offsetMatrices); }
private void controlRenderSoftware() { resetToBind(); // reset morph meshes to bind pose offsetMatrices = skeleton.computeSkinningMatrices(); for (Geometry geometry : targets) { Mesh mesh = geometry.getMesh(); // NOTE: This assumes code higher up has // already ensured this mesh is animated. // Otherwise a crash will happen in skin update. softwareSkinUpdate(mesh, offsetMatrices); } }
private void controlRenderHardware() { offsetMatrices = skeleton.computeSkinningMatrices(); for (Material m : materials) { m.setParam("BoneMatrices", VarType.Matrix4Array, offsetMatrices); } }
private void controlRenderHardware() { offsetMatrices = skeleton.computeSkinningMatrices(); boneMatricesParam.setValue(offsetMatrices); }
public Matrix4f[] calcOffsetMatrices() { offsetMatrices = skeleton.computeSkinningMatrices(); if (offsetMatrixbuffer == null) { offsetMatrixbuffer = BufferUtils.createFloatBuffer(offsetMatrices.length * 16); } offsetMatrixbuffer.position(0); for(Matrix4f m : offsetMatrices) { m.fillFloatBuffer(offsetMatrixbuffer, true); } return offsetMatrices; } boolean setBoneMatricesFlag = true;
private void controlRenderSoftware() { resetToBind(); // reset morph meshes to bind pose offsetMatrices = skeleton.computeSkinningMatrices(); for (Mesh mesh : targets) { // NOTE: This assumes that code higher up // Already ensured those targets are animated // otherwise a crash will happen in skin update softwareSkinUpdate(mesh, offsetMatrices); } }
private void controlRenderSoftware() { resetToBind(); // reset morph meshes to bind pose offsetMatrices = skeleton.computeSkinningMatrices(); for (Geometry geometry : targets) { Mesh mesh = geometry.getMesh(); // NOTE: This assumes code higher up has // already ensured this mesh is animated. // Otherwise a crash will happen in skin update. softwareSkinUpdate(mesh, offsetMatrices); } }
offsetMatrices = skeleton.computeSkinningMatrices();
skeleton.updateWorldVectors(); skeleton.resetAndUpdate(); skeleton.computeSkinningMatrices();