Fix blend shape dirty vertices range

This commit is contained in:
Wojtek Figat
2022-02-06 21:25:52 +01:00
parent 9cfc638ce0
commit 73976149da

View File

@@ -9,7 +9,7 @@ BlendShapesInstance::MeshInstance::MeshInstance()
: IsUsed(false)
, IsDirty(false)
, DirtyMinVertexIndex(0)
, DirtyMaxVertexIndex(MAX_uint32)
, DirtyMaxVertexIndex(MAX_uint32 - 1)
, VertexBuffer(0, sizeof(VB0SkinnedElementType), TEXT("Skinned Mesh Blend Shape"))
{
}
@@ -112,7 +112,7 @@ void BlendShapesInstance::Update(SkinnedModel* skinnedModel)
// Initialize the dynamic vertex buffer data (use the dirty range from the previous update to be cleared with initial data)
instance.VertexBuffer.Data.Resize(vertexBuffer.Length());
const uint32 dirtyVertexDataStart = instance.DirtyMinVertexIndex * sizeof(VB0SkinnedElementType);
const uint32 dirtyVertexDataLength = Math::Min<uint32>(instance.DirtyMaxVertexIndex - instance.DirtyMinVertexIndex, vertexCount) * sizeof(VB0SkinnedElementType);
const uint32 dirtyVertexDataLength = Math::Min<uint32>(instance.DirtyMaxVertexIndex - instance.DirtyMinVertexIndex + 1, vertexCount) * sizeof(VB0SkinnedElementType);
Platform::MemoryCopy(instance.VertexBuffer.Data.Get() + dirtyVertexDataStart, vertexBuffer.Get() + dirtyVertexDataStart, dirtyVertexDataLength);
// Blend all blend shapes