Added ability to store position, normal, tangent, and uv vertex attributes using GL_SHORT to reduce memory consumption and bandwidth.

Now taking advantage of GL_EXT_discard_framebuffer to reduce extraneous memory copy operations in the PowerVR driver
Implemented native support for Maya's extended scene graph node attributes (pre-transform, post-transform, pivot sets, scale compensation)
Debugging of broken skinned mesh renderer in progress
This commit is contained in:
2013-05-13 13:16:25 -07:00
parent 6fe549b3ba
commit 2de749ff16
27 changed files with 860 additions and 306 deletions

View File

@@ -393,4 +393,8 @@ void main()
#endif
#if BONE_COUNT > 0
gl_FragColor.b = 1.0;
#endif
}