Searched refs:skinIndex (Results 1 - 2 of 2) sorted by relevance
/foundation/graphic/graphic_3d/lume/Lume_3D/src/gltf/ |
H A D | gltf2_importer.cpp | 2026 if (size_t const skinIndex = FindIndex(data.skins, node->skin); in CreateSkinComponents() 2027 skinIndex != GLTF2::GLTF_INVALID_INDEX && skinIndex < gltfResourceData.skins.size()) { in CreateSkinComponents() 2042 if (auto jointsHandle = skinJointsManager->Read(gltfResourceData.skins[skinIndex]); jointsHandle) { in CreateSkinComponents() 2053 ss.CreateInstance(gltfResourceData.skins[skinIndex], joints, entity, skeleton); in CreateSkinComponents()
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/foundation/graphic/graphic_3d/lume/Lume_3D/src/ecs/systems/ |
H A D | render_system.cpp | 1490 uint32_t skinIndex = RenderSceneDataConstants::INVALID_INDEX; in ProcessMesh() local 1498 skinIndex = dsMaterial_->AddSkinJointMatrices(jm, pjm); in ProcessMesh() 1530 auto materialIndex = ProcessSubmesh(mpd, submesh, meshIndex, subMeshIdx, skinIndex, mam, isMeshNegative); in ProcessMesh()
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