Fix name of BlendWeight to BlendWeights for vertex input to match BlendIndices
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@@ -27,7 +27,7 @@ GPUVertexLayout* VB0SkinnedElementType2::GetLayout()
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{ VertexElement::Types::Normal, 0, 0, 0, PixelFormat::R10G10B10A2_UNorm },
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{ VertexElement::Types::Tangent, 0, 0, 0, PixelFormat::R10G10B10A2_UNorm },
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{ VertexElement::Types::BlendIndices, 0, 0, 0, PixelFormat::R8G8B8A8_UInt },
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{ VertexElement::Types::BlendWeight, 0, 0, 0, PixelFormat::R16G16B16A16_Float },
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{ VertexElement::Types::BlendWeights, 0, 0, 0, PixelFormat::R16G16B16A16_Float },
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});
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}
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@@ -30,7 +30,7 @@ PACK_BEGIN() struct FLAXENGINE_API VertexElement
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// Skinned bone blend indices.
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BlendIndices = 5,
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// Skinned bone blend weights.
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BlendWeight = 6,
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BlendWeights = 6,
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// Primary texture coordinate (UV).
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TexCoord0 = 7,
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// Additional texture coordinate (UV1).
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@@ -289,7 +289,7 @@ LPCSTR RenderToolsDX::GetVertexInputSemantic(VertexElement::Types type, UINT& se
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return "TANGENT";
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case VertexElement::Types::BlendIndices:
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return "BLENDINDICES";
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case VertexElement::Types::BlendWeight:
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case VertexElement::Types::BlendWeights:
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return "BLENDWEIGHT";
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case VertexElement::Types::TexCoord0:
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return "TEXCOORD";
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@@ -427,7 +427,7 @@ bool ShaderCompiler::WriteCustomDataVS(ShaderCompilationContext* context, Shader
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data.Type = VertexElement::Types::BlendIndices;
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break;
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case VertexShaderMeta::InputType::BLENDWEIGHT:
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data.Type = VertexElement::Types::BlendWeight;
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data.Type = VertexElement::Types::BlendWeights;
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break;
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default:
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data.Type = VertexElement::Types::Unknown;
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