Make sure Mesh.isAnimated() works for hardware skinning
This commit is contained in:
parent
a8c5e0f10d
commit
610ac6ae24
@ -1349,9 +1349,17 @@ public class Mesh implements Savable, Cloneable {
|
||||
return buffersList;
|
||||
}
|
||||
|
||||
/**
|
||||
* Determines if the mesh uses bone animation.
|
||||
*
|
||||
* A mesh uses bone animation if it has bone index / weight buffers
|
||||
* such as {@link Type#BoneIndex} or {@link Type#HWBoneIndex}.
|
||||
*
|
||||
* @return true if the mesh uses bone animation, false otherwise
|
||||
*/
|
||||
public boolean isAnimated() {
|
||||
//TODO this won't work once we have pose animations, we should find a better way to check for animation
|
||||
return getBuffer(Type.BindPosePosition) != null && getBuffer(Type.BoneIndex) != null && getBuffer(Type.BoneWeight) != null;
|
||||
return getBuffer(Type.BoneIndex) != null ||
|
||||
getBuffer(Type.HWBoneIndex) != null;
|
||||
}
|
||||
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user