Fix name of BlendWeight to BlendWeights for vertex input to match BlendIndices

This commit is contained in:
Wojtek Figat
2025-01-03 01:07:33 +01:00
parent 1e262b69cc
commit 348f17479d
4 changed files with 4 additions and 4 deletions

View File

@@ -27,7 +27,7 @@ GPUVertexLayout* VB0SkinnedElementType2::GetLayout()
{ VertexElement::Types::Normal, 0, 0, 0, PixelFormat::R10G10B10A2_UNorm },
{ VertexElement::Types::Tangent, 0, 0, 0, PixelFormat::R10G10B10A2_UNorm },
{ VertexElement::Types::BlendIndices, 0, 0, 0, PixelFormat::R8G8B8A8_UInt },
{ VertexElement::Types::BlendWeight, 0, 0, 0, PixelFormat::R16G16B16A16_Float },
{ VertexElement::Types::BlendWeights, 0, 0, 0, PixelFormat::R16G16B16A16_Float },
});
}

View File

@@ -30,7 +30,7 @@ PACK_BEGIN() struct FLAXENGINE_API VertexElement
// Skinned bone blend indices.
BlendIndices = 5,
// Skinned bone blend weights.
BlendWeight = 6,
BlendWeights = 6,
// Primary texture coordinate (UV).
TexCoord0 = 7,
// Additional texture coordinate (UV1).

View File

@@ -289,7 +289,7 @@ LPCSTR RenderToolsDX::GetVertexInputSemantic(VertexElement::Types type, UINT& se
return "TANGENT";
case VertexElement::Types::BlendIndices:
return "BLENDINDICES";
case VertexElement::Types::BlendWeight:
case VertexElement::Types::BlendWeights:
return "BLENDWEIGHT";
case VertexElement::Types::TexCoord0:
return "TEXCOORD";

View File

@@ -427,7 +427,7 @@ bool ShaderCompiler::WriteCustomDataVS(ShaderCompilationContext* context, Shader
data.Type = VertexElement::Types::BlendIndices;
break;
case VertexShaderMeta::InputType::BLENDWEIGHT:
data.Type = VertexElement::Types::BlendWeight;
data.Type = VertexElement::Types::BlendWeights;
break;
default:
data.Type = VertexElement::Types::Unknown;