Optimize updating Animated Model bones buffer when it's not dirty

#3827
This commit is contained in:
Wojtek Figat
2026-02-06 12:47:34 +01:00
parent b4cb1028ed
commit 73c19b278f

View File

@@ -1015,6 +1015,7 @@ void AnimatedModel::Draw(RenderContext& renderContext)
RenderContext::GPULocker.Lock();
GPUDevice::Instance->GetMainContext()->UpdateBuffer(_skinningData.BoneMatrices, _skinningData.Data.Get(), _skinningData.Data.Count());
RenderContext::GPULocker.Unlock();
_skinningData.OnFlush();
}
SkinnedMesh::DrawInfo draw;
@@ -1059,6 +1060,7 @@ void AnimatedModel::Draw(RenderContextBatch& renderContextBatch)
RenderContext::GPULocker.Lock();
GPUDevice::Instance->GetMainContext()->UpdateBuffer(_skinningData.BoneMatrices, _skinningData.Data.Get(), _skinningData.Data.Count());
RenderContext::GPULocker.Unlock();
_skinningData.OnFlush();
}
SkinnedMesh::DrawInfo draw;