Commit Graph

5 Commits (7c9837dfd4fb1e55c20c00d88fb0c9ed5587d5c9)

Author SHA1 Message Date
Chris Burel 7f81602fe7
Use the material id from the base mesh when optimizing blend shapes (#517)
This is cherry-picked from #311

When processing meshes with blend shapes, the mesh optimizer disables the
optimize duplicates setting, to prevent potential vertex reodering that
could cause the base mesh vertices to become out of sync with the blend
shape. However, it will still reorder vertices based on their material.
It places all triangles that use the same material in the same submesh,
grouping them together in the resulting mesh. The SceneAPI does not track
material ids for blend shapes. To ensure that the blend shape triangles are
reordered in the same way as the base shape, this change makes the blend
shape optimization use the material id from the base shape.
5 years ago
Aaron Ruiz Mora 45fbc86d2d
Fix cloth with MeshOptimization ON
- Reexport cloth assets with AssImp ON. These was necessary because AssImp collects a different name for the color streams than FbxSDK and therefore they needed to be reassigned in the cloth rule.
- Adding '_optimized' string to a global variable and using StringFunc RChop to remove it for a string.
5 years ago
Chris Burel 61fd73b467
Enable the mesh optimizer (#231) 5 years ago
alexpete 1044dc3da1 Integrating github/staging through commit ab87ed9 5 years ago
alexpete 75dc720198 Integrating latest 47acbe8 5 years ago