mirror of https://github.com/bjornbytes/lovr.git
Reduce max bones per mesh to 48;
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@ -16,7 +16,7 @@ const char* lovrShaderVertexPrefix = ""
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#else
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"#version 150 \n"
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#endif
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"#define MAX_BONES 60 \n"
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"#define MAX_BONES 48 \n"
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"in vec3 lovrPosition; \n"
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"in vec3 lovrNormal; \n"
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"in vec2 lovrTexCoord; \n"
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@ -184,6 +184,7 @@ ModelData* lovrModelDataCreate(Blob* blob) {
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struct aiPropertyStore* propertyStore = aiCreatePropertyStore();
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aiSetImportPropertyInteger(propertyStore, AI_CONFIG_PP_SBP_REMOVE, aiPrimitiveType_POINT | aiPrimitiveType_LINE);
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aiSetImportPropertyInteger(propertyStore, AI_CONFIG_PP_SBBC_MAX_BONES, 48);
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unsigned int flags = aiProcessPreset_TargetRealtime_MaxQuality | aiProcess_OptimizeGraph | aiProcess_FlipUVs | aiProcess_SplitByBoneCount;
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const struct aiScene* scene = aiImportFileExWithProperties(blob->name, flags, &assimpIO, propertyStore);
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aiReleasePropertyStore(propertyStore);
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@ -7,7 +7,7 @@
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#pragma once
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#define MAX_BONES_PER_VERTEX 4
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#define MAX_BONES 60
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#define MAX_BONES 48
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typedef union {
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void* data;
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