From fcb91da58739795d0289a9d1e50b838092165e40 Mon Sep 17 00:00:00 2001 From: seungho baek Date: Tue, 2 May 2023 14:55:13 +0900 Subject: [PATCH] [Tizen] Use Renderer to register skinning property Change-Id: If4f9e0d9b4fb454e02666694ea24ec8fd31c8482 Signed-off-by: seungho baek --- dali-scene3d/internal/model-components/model-node-impl.cpp | 12 +++--------- 1 file changed, 3 insertions(+), 9 deletions(-) diff --git a/dali-scene3d/internal/model-components/model-node-impl.cpp b/dali-scene3d/internal/model-components/model-node-impl.cpp index 257cbd0..51cfd76 100644 --- a/dali-scene3d/internal/model-components/model-node-impl.cpp +++ b/dali-scene3d/internal/model-components/model-node-impl.cpp @@ -319,25 +319,19 @@ void ModelNode::UpdateBoneMatrix(Scene3D::ModelPrimitive primitive) continue; } - Dali::Shader shader = renderer.GetShader(); - if(!shader) - { - continue; - } - if(boneData.constraint) { boneData.constraint.Remove(); boneData.constraint.Reset(); } - if(shader.GetPropertyIndex(boneData.propertyName) == Property::INVALID_INDEX) + if(renderer.GetPropertyIndex(boneData.propertyName) == Property::INVALID_INDEX) { - auto propBoneXform = shader.RegisterProperty(boneData.propertyName, Matrix{false}); + auto propBoneXform = renderer.RegisterProperty(boneData.propertyName, Matrix{false}); Matrix inverseMatrix = boneData.inverseMatrix; // Constrain bone matrix to joint transform. - boneData.constraint = Constraint::New(shader, propBoneXform, [inverseMatrix](Matrix& output, const PropertyInputContainer& inputs) + boneData.constraint = Constraint::New(renderer, propBoneXform, [inverseMatrix](Matrix& output, const PropertyInputContainer& inputs) { Matrix::Multiply(output, inverseMatrix, inputs[0]->GetMatrix()); }); Actor joint = Self(); -- 2.7.4