Fix VBO hint in content_cao

This commit is contained in:
sfan5 2024-09-10 18:59:16 +02:00
parent 65af606729
commit 0fdcba197f

@ -814,15 +814,21 @@ void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
}
/* Set VBO hint */
// - if shaders are disabled we modify the mesh often
// - sprites are also modified often
// - the wieldmesh sets its own hint
// - bone transformations do not need to modify the vertex data
// wieldmesh sets its own hint, no need to handle it
if (m_enable_shaders && (m_meshnode || m_animated_meshnode)) {
if (m_meshnode)
// sprite uses vertex animation
if (m_meshnode && m_prop.visual != "upright_sprite")
m_meshnode->getMesh()->setHardwareMappingHint(scene::EHM_STATIC);
if (m_animated_meshnode)
m_animated_meshnode->getMesh()->setHardwareMappingHint(scene::EHM_STATIC);
if (m_animated_meshnode) {
auto *mesh = m_animated_meshnode->getMesh();
// skinning happens on the CPU
if (m_animated_meshnode->getJointCount() > 0)
mesh->setHardwareMappingHint(scene::EHM_STREAM, scene::EBT_VERTEX);
else
mesh->setHardwareMappingHint(scene::EHM_STATIC, scene::EBT_VERTEX);
mesh->setHardwareMappingHint(scene::EHM_STATIC, scene::EBT_INDEX);
}
}
/* don't update while punch texture modifier is active */