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o3de/Gems/SceneProcessing/Code/Source/Generation/Components/MeshOptimizer
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
..
Array2D.h Integrating latest 47acbe8 5 years ago
Array2D.inl Integrating latest 47acbe8 5 years ago
MeshBuilder.cpp Integrating github/staging through commit ab87ed9 5 years ago
MeshBuilder.h Integrating github/staging through commit ab87ed9 5 years ago
MeshBuilderInvalidIndex.h Integrating latest 47acbe8 5 years ago
MeshBuilderSkinningInfo.cpp Integrating github/staging through commit ab87ed9 5 years ago
MeshBuilderSkinningInfo.h Integrating latest 47acbe8 5 years ago
MeshBuilderSubMesh.cpp Integrating github/staging through commit ab87ed9 5 years ago
MeshBuilderSubMesh.h Integrating github/staging through commit ab87ed9 5 years ago
MeshBuilderVertexAttributeLayers.cpp Integrating latest 47acbe8 5 years ago
MeshBuilderVertexAttributeLayers.h Integrating github/staging through commit ab87ed9 5 years ago
MeshOptimizerComponent.cpp Use the material id from the base mesh when optimizing blend shapes (#517) 5 years ago
MeshOptimizerComponent.h Use the material id from the base mesh when optimizing blend shapes (#517) 5 years ago