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The current implementation of morph targets (#8158) works exactly with the following vertex attribute, none more, none less:
positions
normals
tangents
The glTF 2.0 spec moprh targets support more than just those attributes. In fact, it's possible to encounter glTFs without some of them. In this case, bevy will happily upload a buffer full of 0s to the GPU.
Bevy should handle morph attributes more intelligently, most notably, it should:
Be able to handle only a subset of morphed attributes
Be able to handle more morphable attributes, such as texture coordinates or color.
The text was updated successfully, but these errors were encountered:
The current implementation of morph targets (#8158) works exactly with the following vertex attribute, none more, none less:
The glTF 2.0 spec moprh targets support more than just those attributes. In fact, it's possible to encounter glTFs without some of them. In this case, bevy will happily upload a buffer full of 0s to the GPU.
Bevy should handle morph attributes more intelligently, most notably, it should:
The text was updated successfully, but these errors were encountered: