Fix transform issue of skinned mesh
[platform/core/uifw/dali-toolkit.git] / automated-tests / src / dali-scene3d-internal / utc-Dali-Gltf2LoaderImpl.cpp
index a40ccac..1f274d0 100644 (file)
@@ -616,7 +616,6 @@ int UtcDaliGltfLoaderMRendererTest(void)
     ctx.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));
       scene.ApplyConstraints(actor, std::move(nodeParams.mConstrainables));
       root.Add(actor);
@@ -672,7 +671,6 @@ int UtcDaliGltfLoaderAnimationLoadingTest(void)
     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));
       scene.ApplyConstraints(actor, std::move(nodeParams.mConstrainables));
       root.Add(actor);
@@ -726,7 +724,6 @@ int UtcDaliGltfLoaderImageFromBufferView(void)
     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));
       scene.ApplyConstraints(actor, std::move(nodeParams.mConstrainables));
       root.Add(actor);
@@ -776,7 +773,6 @@ int UtcDaliGltfLoaderUint8Indices(void)
     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));
       scene.ApplyConstraints(actor, std::move(nodeParams.mConstrainables));
       root.Add(actor);