Fixed validation errors when rendering a non-animated model
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6c6e3bfe28
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@ -673,6 +673,11 @@ namespace SHADE
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{
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cmdBuffer->BindVertexBuffer(SHGraphicsConstants::VertexBufferBindings::BONE_MATRIX_FIRST_INDEX, boneMatrixFirstIndexBuffer[frameIndex], 0);
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}
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else
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{
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// HACK: Bind the transform buffer instead since we won't use it anyways, but we must bind something
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cmdBuffer->BindVertexBuffer(SHGraphicsConstants::VertexBufferBindings::BONE_MATRIX_FIRST_INDEX, transformDataBuffer[frameIndex], 0);
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}
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auto const& descMappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::BATCHING);
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if (instanceDataDescSet[frameIndex])
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@ -210,11 +210,11 @@ namespace SHADE
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void SHGraphicsPredefinedData::InitDefaultVertexInputState(void) noexcept
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{
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defaultVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_3D) }); // positions at binding 0
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defaultVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_2D) }); // UVs at binding 1
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defaultVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_3D) }); // Normals at binding 2
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defaultVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_3D) }); // Tangents at binding 3
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defaultVertexInputState.AddBinding(true , true , { SHVertexAttribute(SHAttribFormat::MAT_4D) }); // Transform at binding 4 - 7 (4 slots)
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defaultVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_3D) }); // Attribute positions at binding 0
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defaultVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_2D) }); // Attribute UVs at binding 1
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defaultVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_3D) }); // Attribute Normals at binding 2
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defaultVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_3D) }); // Attribute Tangents at binding 3
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defaultVertexInputState.AddBinding(true , true , { SHVertexAttribute(SHAttribFormat::MAT_4D) }); // Instanced Transform at binding 4 - 7 (4 slots)
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defaultVertexInputState.AddBinding(true , true , { SHVertexAttribute(SHAttribFormat::UINT32_2D) }); // Instanced integer data at index 8
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defaultVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::UINT32_4D) }); // Attribute bone indices at index 9
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defaultVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_4D) }); // Attribute bone weights at index 10
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