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@ -126,13 +126,13 @@ both bitangents and object ID for instancing, \n
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<tr> |
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<td>6</td> |
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<td colspan="3"> |
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* *Reserved* --- vertex weights |
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@ref Weights |
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</td> |
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</tr> |
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<tr> |
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<td>7</td> |
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<td colspan="3"> |
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* *Reserved* --- bone indices |
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@ref JointIndices |
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</td> |
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</tr> |
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<tr> |
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@ -150,13 +150,13 @@ both bitangents and object ID for instancing, \n
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<tr> |
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<td>10</td> |
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<td colspan="2"> |
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* *Reserved* --- 2nd vertex weights |
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@ref Weights |
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</td> |
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</tr> |
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<tr> |
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<td>11</td> |
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<td colspan="2"> |
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* *Reserved* --- 2nd bone indices |
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@ref JointIndices |
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</td> |
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</tr> |
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<tr> |
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@ -358,7 +358,26 @@ template<UnsignedInt dimensions> struct Generic {
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*/ |
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typedef GL::Attribute<5, Vector3> Normal; |
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/* 6, 7 reserved for vertex weights / bone IDs */ |
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/**
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* @brief Skin weights |
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* |
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* @ref Magnum::Vector4 "Vector4", four weights of influence per @ref JointIndices. |
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* Corresponds to @ref Trade::MeshAttribute::Weights. |
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*/ |
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// TODO: E.g. gltf supports importing multiple sets of 4 weights (WEIGHTS_0 [0;3], WEIGHTS_1 [4;7])
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// I suppose these would require special shaders and it's fine to only support 4 for the GenericShaders
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typedef GL::Attribute<6, Vector4> Weights; |
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/**
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* @brief Joint indices |
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* |
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* @ref Magnum::Vector4 "Vector4", four weights of influence per @ref JointIndices. |
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* Corresponds to @ref Trade::MeshAttribute::Weights. |
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*/ |
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// TODO: E.g. gltf supports importing multiple sets of 4 indices (JOINTS_0 [0;3], JOINTS_1 [4;7])
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// I suppose these would require special shaders and it's fine to only support 4 for the GenericShaders
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// TODO: This is called "Joints" in gltf.
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typedef GL::Attribute<7, Vector4> JointIndices; |
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/**
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* @brief (Instanced) transformation matrix |
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