Reduce prediction error for blendshape 07/291807/2
authorEunki, Hong <eunkiki.hong@samsung.com>
Fri, 21 Apr 2023 11:13:40 +0000 (20:13 +0900)
committerEunki, Hong <eunkiki.hong@samsung.com>
Mon, 24 Apr 2023 02:37:06 +0000 (11:37 +0900)
commit901111bcb6f4355af44307be5acc073cf35514af
tree8ec0b04556da26c9163b663a86211605da45feea
parent76ee1ed0b37de654f1d67d3aa30650d87bd28395
Reduce prediction error for blendshape

1. Let we use highp integer for vertex shader. (since some device's
   mediump int only use 16bit signed integer, so it might not allow
   to use more than 32768 vertex id)

2. Do not use divide and sqrtf operator if we can

Change-Id: Ib76d1ff6095f07aad9f797b96be93d0dc8dd8188
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
dali-scene3d/internal/graphics/shaders/default-physically-based-shader.vert
dali-scene3d/public-api/loader/mesh-definition.cpp