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 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); } }