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Hardware Skinning now uses its own bone index and bone weight buffers. The vertex...
authorremy.bouquet@gmail.com <remy.bouquet@gmail.com@75d07b2b-3a1a-0410-a2c5-0572b91ccdca>
Sat, 22 Jun 2013 10:03:40 +0000 (10:03 +0000)
committerremy.bouquet@gmail.com <remy.bouquet@gmail.com@75d07b2b-3a1a-0410-a2c5-0572b91ccdca>
Sat, 22 Jun 2013 10:03:40 +0000 (10:03 +0000)
commitb82affde4023260af3fdeddff2926a13847986e0
tree9ae11cc6d1155e0ca326bcd1bbe2b1420e5ac5b1
parentafc628502d62ad661f613345da9be2c3eb1e9357
Hardware Skinning now uses its own bone index and bone weight buffers. The vertex buffers are initialized empty when the model is loaded and placed in the cache.
They are populated only if hardware skinning is used with the model.

BoneIndex and BoneWeight buffers are now always CpuOnly and only used for Software Skinning.
Some enhancement could be done to save memory by not generating the bindPose buffers if hardware skinning is used as it doesn't need them.

git-svn-id: http://jmonkeyengine.googlecode.com/svn/trunk@10657 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
engine/src/blender/com/jme3/scene/plugins/blender/modifiers/ArmatureModifier.java
engine/src/core-data/Common/ShaderLib/Skinning.glsllib
engine/src/core/com/jme3/scene/Mesh.java
engine/src/core/com/jme3/scene/VertexBuffer.java
engine/src/ogre/com/jme3/scene/plugins/ogre/MeshLoader.java