godot/drivers
Omar El Sheikh 56d3abdbcc GLES2 Compression on Blend Shapes Fix
When compressed vertex positions are used in a blend shapes mesh, we
need to make sure we set the w-component of the position vector to 1.0

When octahedral compression is used on normals/tangents, they need to be
converted to cartesian floats to be used for blend shapes

This conversion also changes the number of components of that vertex
attribute, which caused issues because previously there was an
assumption that you had the same number of components in the blend shape
buffer as you did in the original mesh's buffer (which is not true for
oct norm/tang)

(cherry picked from commit 733a84f7a4)
2022-03-07 08:31:24 +01:00
..
alsa Update copyright statements to 2022 2022-01-13 16:00:37 +01:00
alsamidi Update copyright statements to 2022 2022-01-13 16:00:37 +01:00
coreaudio Update copyright statements to 2022 2022-01-13 16:00:37 +01:00
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dummy ImageLoader: Remove references to unsupported svgz extension 2022-01-25 18:41:01 +01:00
gl_context SCons: Add explicit dependencies on thirdparty code in cloned env 2021-04-29 16:57:00 +02:00
gles2 GLES2 Compression on Blend Shapes Fix 2022-03-07 08:31:24 +01:00
gles3 Fix shader state caching when blend shapes used 2022-03-07 08:31:08 +01:00
gles_common Update copyright statements to 2022 2022-01-13 16:00:37 +01:00
png Update copyright statements to 2022 2022-01-13 16:00:37 +01:00
pulseaudio Update copyright statements to 2022 2022-01-13 16:00:37 +01:00
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SCsub Unified GLES2 / GLES3 Batching 2020-10-16 10:34:47 +01:00
register_driver_types.cpp Update copyright statements to 2022 2022-01-13 16:00:37 +01:00
register_driver_types.h Update copyright statements to 2022 2022-01-13 16:00:37 +01:00