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Switch from "is gltf" bool to source file format enum
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6 changed files with 25 additions and 13 deletions
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@ -974,7 +974,9 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
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if (auto *skinned_mesh = dynamic_cast<scene::SkinnedMesh *>(src_mesh)) {
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// Compatibility: Animated meshes, as well as static gltf meshes, are not scaled by BS.
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// See https://github.com/luanti-org/luanti/pull/16112#issuecomment-2881860329
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apply_bs = skinned_mesh->isStatic() && !skinned_mesh->isGltf();
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bool is_gltf = skinned_mesh->getSourceFormat() ==
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scene::SkinnedMesh::SourceFormat::GLTF;
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apply_bs = skinned_mesh->isStatic() && !is_gltf;
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// Nodes do not support mesh animation, so we clone the static pose.
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// This simplifies working with the mesh: We can just scale the vertices
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// as transformations have already been applied.
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