Fix incorrect animation when dynamically switching from SW anim -> HW anim

experimental
shadowislord 10 years ago
parent 8426bb7baf
commit 64b3be5334
  1. 19
      jme3-core/src/main/java/com/jme3/scene/Mesh.java

@ -388,10 +388,10 @@ public class Mesh implements Savable, Cloneable {
tangents.setUsage(Usage.Stream);
}
} else {
//if HWBoneIndex and HWBoneWieght are empty, we setup them as direct
//if HWBoneIndex and HWBoneWeight are empty, we setup them as direct
//buffers with software anim buffers data
VertexBuffer indicesHW = getBuffer(Type.HWBoneIndex);
if(indicesHW.getData() == null){
if (indicesHW.getData() == null) {
VertexBuffer indices = getBuffer(Type.BoneIndex);
ByteBuffer originalIndex = (ByteBuffer) indices.getData();
ByteBuffer directIndex = BufferUtils.createByteBuffer(originalIndex.capacity());
@ -401,7 +401,7 @@ public class Mesh implements Savable, Cloneable {
}
VertexBuffer weightsHW = getBuffer(Type.HWBoneWeight);
if(weightsHW.getData() == null){
if (weightsHW.getData() == null) {
VertexBuffer weights = getBuffer(Type.BoneWeight);
FloatBuffer originalWeight = (FloatBuffer) weights.getData();
FloatBuffer directWeight = BufferUtils.createFloatBuffer(originalWeight.capacity());
@ -414,12 +414,25 @@ public class Mesh implements Savable, Cloneable {
VertexBuffer positions = getBuffer(Type.Position);
VertexBuffer normals = getBuffer(Type.Normal);
VertexBuffer tangents = getBuffer(Type.Tangent);
VertexBuffer positionsBP = getBuffer(Type.BindPosePosition);
VertexBuffer normalsBP = getBuffer(Type.BindPoseNormal);
VertexBuffer tangentsBP = getBuffer(Type.BindPoseTangent);
positions.setUsage(Usage.Static);
positionsBP.copyElements(0, positions, 0, positionsBP.getNumElements());
positions.setUpdateNeeded();
if (normals != null) {
normals.setUsage(Usage.Static);
normalsBP.copyElements(0, normals, 0, normalsBP.getNumElements());
normals.setUpdateNeeded();
}
if (tangents != null) {
tangents.setUsage(Usage.Static);
tangentsBP.copyElements(0, tangents, 0, tangentsBP.getNumElements());
tangents.setUpdateNeeded();
}
}
}

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