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Disable octahedral compression for the generated skinned meshes, as they don't work well on dome gpus. Later I'll add a setting for it.
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@ -77,7 +77,8 @@ func _execute():
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var arr : Array = mm.build_mesh()
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var arr : Array = mm.build_mesh()
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var mesh : ArrayMesh = ArrayMesh.new()
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var mesh : ArrayMesh = ArrayMesh.new()
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mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr)
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# No octahedral compression for skinned meshes for now. Can cause bugs on some gpus
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mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr, [], ArrayMesh.ARRAY_COMPRESS_NORMAL | ArrayMesh.ARRAY_COMPRESS_TANGENT | ArrayMesh.ARRAY_COMPRESS_COLOR | ArrayMesh.ARRAY_COMPRESS_TEX_UV | ArrayMesh.ARRAY_COMPRESS_TEX_UV2 | ArrayMesh.ARRAY_COMPRESS_WEIGHTS)
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#debug_arrays = arr.duplicate(true)
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#debug_arrays = arr.duplicate(true)
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@ -87,7 +88,7 @@ func _execute():
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if use_lod:
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if use_lod:
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arr = MeshUtils.merge_mesh_array(arr)
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arr = MeshUtils.merge_mesh_array(arr)
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var meshl2 : ArrayMesh = ArrayMesh.new()
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var meshl2 : ArrayMesh = ArrayMesh.new()
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meshl2.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr)
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meshl2.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr, [], ArrayMesh.ARRAY_COMPRESS_NORMAL | ArrayMesh.ARRAY_COMPRESS_TANGENT | ArrayMesh.ARRAY_COMPRESS_COLOR | ArrayMesh.ARRAY_COMPRESS_TEX_UV | ArrayMesh.ARRAY_COMPRESS_TEX_UV2 | ArrayMesh.ARRAY_COMPRESS_WEIGHTS)
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meshl2.surface_set_material(0, material_cache.material_lod_get(1))
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meshl2.surface_set_material(0, material_cache.material_lod_get(1))
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meshes.append(meshl2)
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meshes.append(meshl2)
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@ -105,7 +106,7 @@ func _execute():
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arr = MeshUtils.bake_mesh_array_uv(arr, texture)
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arr = MeshUtils.bake_mesh_array_uv(arr, texture)
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arr[VisualServer.ARRAY_TEX_UV] = null
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arr[VisualServer.ARRAY_TEX_UV] = null
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var meshl3 : ArrayMesh = ArrayMesh.new()
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var meshl3 : ArrayMesh = ArrayMesh.new()
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meshl3.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr)
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meshl3.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr, [], ArrayMesh.ARRAY_COMPRESS_NORMAL | ArrayMesh.ARRAY_COMPRESS_TANGENT | ArrayMesh.ARRAY_COMPRESS_COLOR | ArrayMesh.ARRAY_COMPRESS_TEX_UV | ArrayMesh.ARRAY_COMPRESS_TEX_UV2 | ArrayMesh.ARRAY_COMPRESS_WEIGHTS)
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meshl3.surface_set_material(0, material_cache.material_lod_get(2))
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meshl3.surface_set_material(0, material_cache.material_lod_get(2))
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meshes.append(meshl3)
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meshes.append(meshl3)
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