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o3de/Gems/SceneProcessing/Code/Source
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
..
Config Add newlines to the end of all files 5 years ago
Generation/Components Use the material id from the base mesh when optimizing blend shapes (#517) 5 years ago
Platform/Linux Initial commit 5 years ago
SceneBuilder Add a wildcard source dependecy to the scene builder for wrinklemasks 5 years ago
SceneProcessingModule.cpp Integrating latest 47acbe8 5 years ago
SceneProcessingModule.h Initial commit 5 years ago
SceneProcessingModuleStub.cpp Initial commit 5 years ago