Fix skinning issue 76/291576/1
authorseungho baek <sbsh.baek@samsung.com>
Tue, 18 Apr 2023 11:46:35 +0000 (20:46 +0900)
committerseungho baek <sbsh.baek@samsung.com>
Tue, 18 Apr 2023 11:46:35 +0000 (20:46 +0900)
Change-Id: I2de5addc54cb948e653c63106e34f095e0b43376
Signed-off-by: seungho baek <sbsh.baek@samsung.com>
examples/scene3d/scene3d-example.cpp
resources/shaders/dli_pbr.vsh

index ba664ac..430946e 100644 (file)
@@ -197,7 +197,6 @@ Actor LoadScene(std::string sceneName, CameraActor camera, std::vector<Dali::Ani
   {\r
     if(auto actor = scene.CreateNodes(iRoot, resourceChoices, nodeParams))\r
     {\r
-      scene.ConfigureSkeletonJoints(iRoot, resources.mSkeletons, actor);\r
       scene.ConfigureSkinningShaders(resources, actor, std::move(nodeParams.mSkinnables));\r
       ConfigureBlendShapeShaders(resources, scene, actor, std::move(nodeParams.mBlendshapeRequests));\r
 \r
index 01937ba..fbd5e44 100644 (file)
@@ -128,9 +128,13 @@ void main()
   position = bone * position;
   normal = (bone * vec4(normal, 0.0)).xyz;
   tangent = (bone * vec4(tangent, 0.0)).xyz;
-#endif
 
+  normal = normalize(normal);
+  tangent = normalize(tangent);
+  vec4 vPosition = position;
+#else
   vec4 vPosition = uModelMatrix * position;
+#endif
 
   vNormal = normalize(uNormalMatrix * normal);