resources.LoadResources(ctx.pathProvider);
if(auto actor = scene.CreateNodes(iRoot, choices, nodeParams))
{
- scene.ConfigureSkeletonJoints(iRoot, resources.mSkeletons, actor);
scene.ConfigureSkinningShaders(resources, actor, std::move(nodeParams.mSkinnables));
ConfigureBlendShapeShaders(resources, scene, actor, std::move(nodeParams.mBlendshapeRequests));
scene.ApplyConstraints(actor, std::move(nodeParams.mConstrainables));
resources.LoadResources(ctx.pathProvider);
if(auto actor = scene.CreateNodes(iRoot, choices, nodeParams))
{
- scene.ConfigureSkeletonJoints(iRoot, resources.mSkeletons, actor);
scene.ConfigureSkinningShaders(resources, actor, std::move(nodeParams.mSkinnables));
ConfigureBlendShapeShaders(resources, scene, actor, std::move(nodeParams.mBlendshapeRequests));
scene.ApplyConstraints(actor, std::move(nodeParams.mConstrainables));
resources.LoadResources(ctx.pathProvider);
if(auto actor = scene.CreateNodes(iRoot, choices, nodeParams))
{
- scene.ConfigureSkeletonJoints(iRoot, resources.mSkeletons, actor);
scene.ConfigureSkinningShaders(resources, actor, std::move(nodeParams.mSkinnables));
ConfigureBlendShapeShaders(resources, scene, actor, std::move(nodeParams.mBlendshapeRequests));
scene.ApplyConstraints(actor, std::move(nodeParams.mConstrainables));
resources.LoadResources(ctx.pathProvider);
if(auto actor = scene.CreateNodes(iRoot, choices, nodeParams))
{
- scene.ConfigureSkeletonJoints(iRoot, resources.mSkeletons, actor);
scene.ConfigureSkinningShaders(resources, actor, std::move(nodeParams.mSkinnables));
ConfigureBlendShapeShaders(resources, scene, actor, std::move(nodeParams.mBlendshapeRequests));
scene.ApplyConstraints(actor, std::move(nodeParams.mConstrainables));