6b0b5d2093
Blend shapes did not take into account octahedral compressed vertex
attribute layouts and this resulted in incorrect lighting on the
resulting blended mesh
Now make the blend_shapes shader octahedral compression aware!
(cherry picked from commit
|
||
---|---|---|
.. | ||
shaders | ||
SCsub | ||
rasterizer_canvas_base_gles3.cpp | ||
rasterizer_canvas_base_gles3.h | ||
rasterizer_canvas_gles3.cpp | ||
rasterizer_canvas_gles3.h | ||
rasterizer_gles3.cpp | ||
rasterizer_gles3.h | ||
rasterizer_scene_gles3.cpp | ||
rasterizer_scene_gles3.h | ||
rasterizer_storage_gles3.cpp | ||
rasterizer_storage_gles3.h | ||
shader_compiler_gles3.cpp | ||
shader_compiler_gles3.h | ||
shader_gles3.cpp | ||
shader_gles3.h |