Fixed bone vertex data not correctly passed to the GPU

This commit is contained in:
Kah Wei 2023-01-16 17:49:16 +08:00
parent 1fc2897150
commit a668f38c87
1 changed files with 4 additions and 4 deletions

View File

@ -214,10 +214,10 @@ namespace SHADE
defaultVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_2D) }); // UVs at binding 1
defaultVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_3D) }); // Normals at binding 2
defaultVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_3D) }); // Tangents at binding 3
defaultVertexInputState.AddBinding(true, true, { SHVertexAttribute(SHAttribFormat::MAT_4D) }); // Transform at binding 4 - 7 (4 slots)
defaultVertexInputState.AddBinding(true, true, { SHVertexAttribute(SHAttribFormat::UINT32_2D) }); // Instanced integer data at index 8
defaultVertexInputState.AddBinding(true, true, { SHVertexAttribute(SHAttribFormat::UINT32_4D) }); // Instanced bone indices at index 9
defaultVertexInputState.AddBinding(true, true, { SHVertexAttribute(SHAttribFormat::FLOAT_4D) }); // Instanced bone weights at index 10
defaultVertexInputState.AddBinding(true , true , { SHVertexAttribute(SHAttribFormat::MAT_4D) }); // Transform at binding 4 - 7 (4 slots)
defaultVertexInputState.AddBinding(true , true , { SHVertexAttribute(SHAttribFormat::UINT32_2D) }); // Instanced integer data at index 8
defaultVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::UINT32_4D) }); // Attribute bone indices at index 9
defaultVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_4D) }); // Attribute bone weights at index 10
}
void SHGraphicsPredefinedData::Init(Handle<SHVkLogicalDevice> logicalDevice) noexcept