Commit f5d1a36ff8732e6f49153821580df6371da52717
1 parent
f96b8715
Fix skinning issue
Change-Id: I2de5addc54cb948e653c63106e34f095e0b43376 Signed-off-by: seungho baek <sbsh.baek@samsung.com>
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2 changed files
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5 additions
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2 deletions
examples/scene3d/scene3d-example.cpp
| ... | ... | @@ -197,7 +197,6 @@ Actor LoadScene(std::string sceneName, CameraActor camera, std::vector<Dali::Ani |
| 197 | 197 | { |
| 198 | 198 | if(auto actor = scene.CreateNodes(iRoot, resourceChoices, nodeParams)) |
| 199 | 199 | { |
| 200 | - scene.ConfigureSkeletonJoints(iRoot, resources.mSkeletons, actor); | |
| 201 | 200 | scene.ConfigureSkinningShaders(resources, actor, std::move(nodeParams.mSkinnables)); |
| 202 | 201 | ConfigureBlendShapeShaders(resources, scene, actor, std::move(nodeParams.mBlendshapeRequests)); |
| 203 | 202 | ... | ... |
resources/shaders/dli_pbr.vsh
| ... | ... | @@ -128,9 +128,13 @@ void main() |
| 128 | 128 | position = bone * position; |
| 129 | 129 | normal = (bone * vec4(normal, 0.0)).xyz; |
| 130 | 130 | tangent = (bone * vec4(tangent, 0.0)).xyz; |
| 131 | -#endif | |
| 132 | 131 | |
| 132 | + normal = normalize(normal); | |
| 133 | + tangent = normalize(tangent); | |
| 134 | + vec4 vPosition = position; | |
| 135 | +#else | |
| 133 | 136 | vec4 vPosition = uModelMatrix * position; |
| 137 | +#endif | |
| 134 | 138 | |
| 135 | 139 | vNormal = normalize(uNormalMatrix * normal); |
| 136 | 140 | ... | ... |