Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Fix incorrect skin deduplication when using named binds #48913

Merged
merged 1 commit into from
May 21, 2021

Conversation

lyuma
Copy link
Contributor

@lyuma lyuma commented May 21, 2021

This reduces the number of instances in which this particular "_skins_are_same" optimization will take place. It should be safe.

Solves one of the bugs triggered by this case: NestedSkeletonReproCaseV2Animated.glb

In this case, two nodes are referencing the same mesh, but with a different skin... but the skin has the same IBP matrices, and only differs in bone names (the bone indices are -1 because Use Named Binds is enabled by default.

This bug is also present in 3.x and should be backported. Worked on this with @fire

@lyuma lyuma requested a review from a team as a code owner May 21, 2021 07:24
@akien-mga akien-mga added bug cherrypick:3.3 cherrypick:3.x Considered for cherry-picking into a future 3.x release topic:import labels May 21, 2021
@akien-mga akien-mga added this to the 4.0 milestone May 21, 2021
@akien-mga akien-mga merged commit 82f688c into godotengine:master May 21, 2021
@akien-mga
Copy link
Member

Thanks!

@akien-mga
Copy link
Member

Cherry-picked for 3.4.

@akien-mga akien-mga removed the cherrypick:3.x Considered for cherry-picking into a future 3.x release label May 21, 2021
@akien-mga
Copy link
Member

Cherry-picked for 3.3.2.

@lyuma lyuma deleted the gltf_named_binds_dedup branch May 19, 2023 10:46
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.

2 participants