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- The output vectors were not properly filled with zeros when they already had the expected size. - The tolerance was too large and was causing patches while computing tangents and bitangents. - The handedness was inverted to what is expected in the shader (which always inverts tangent's w). Signed-off-by: moraaar <moraaar@amazon.com> |
4 years ago | |
|---|---|---|
| .. | ||
| ActorClothColliders.cpp | 5 years ago | |
| ActorClothColliders.h | 5 years ago | |
| ActorClothSkinning.cpp | 5 years ago | |
| ActorClothSkinning.h | 5 years ago | |
| ClothComponentMesh.cpp | 4 years ago | |
| ClothComponentMesh.h | 5 years ago | |
| ClothConstraints.cpp | 5 years ago | |
| ClothConstraints.h | 5 years ago | |
| ClothDebugDisplay.cpp | 5 years ago | |
| ClothDebugDisplay.h | 5 years ago | |