* Add skinning and morphing samples to check functionality * Implement skinning for more than four bones pair vertex The API allows defining an unlimited number of bone indices and weights of primitives. Data is defined in building process of the renderable manager. Backward compatibility with the original solution. Skinning of vertices is calculated on GPU, data is transferred to the vertex shader in the texture.
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Filament Release Notes log
If you are merging a PR into main: please add the release note below, under the Release notes for next branch cut header.
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Release notes for next branch cut
- engine: add support for skinning with more than four bones per vertex.
- engine: remove
BloomOptions::anamorphismwhich wasn't working well in most cases [API CHANGE] - engine: new API to return a Material's supported variants, C++ only (b/297456590)
- build: fix emscripten-1.3.46 build