/** * Update the mesh according to the given transformation matrices * * @param mesh then mesh * @param offsetMatrices the transformation matrices to apply */ private void softwareSkinUpdate(Mesh mesh, Matrix4f[] offsetMatrices) { VertexBuffer tb = mesh.getBuffer(Type.Tangent); if (tb == null) { //if there are no tangents use the classic skinning applySkinning(mesh, offsetMatrices); } else { //if there are tangents use the skinning with tangents applySkinningTangents(mesh, offsetMatrices, tb); } }
/** * Update the mesh according to the given transformation matrices * * @param mesh then mesh * @param offsetMatrices the transformation matrices to apply */ private void softwareSkinUpdate(Mesh mesh, Matrix4f[] offsetMatrices) { VertexBuffer tb = mesh.getBuffer(Type.Tangent); if (tb == null) { //if there are no tangents use the classic skinning applySkinning(mesh, offsetMatrices); } else { //if there are tangents use the skinning with tangents applySkinningTangents(mesh, offsetMatrices, tb); } }
/** * Update the mesh according to the given transformation matrices * * @param mesh then mesh * @param offsetMatrices the transformation matrices to apply */ private void softwareSkinUpdate(Mesh mesh, Matrix4f[] offsetMatrices) { VertexBuffer tb = mesh.getBuffer(Type.Tangent); if (tb == null) { //if there are no tangents use the classic skinning applySkinning(mesh, offsetMatrices); } else { //if there are tangents use the skinning with tangents applySkinningTangents(mesh, offsetMatrices, tb); } }