GPU skinning refactoring

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Vladislav Khorev committed 2026-04-16 17:48:23 +03:00
1 parent 83cceecccd
commit 2ef2e456f7
4 files changed
+161 -138

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@@ -70,8 +70,8 @@ public:
bool canAttack = false;
Character* attackTarget = nullptr;
bool isPlayer = false;
bool useGpuSkinning = true;
//bool useGpuSkinning = false;
//bool useGpuSkinning = true;
bool useGpuSkinning = false;
float interactionRadius = 0.0f;
@@ -97,6 +97,8 @@ private:
// if the requested state has no loaded animation.
AnimationState resolveActiveState() const;
bool prepareGpuSkinning();
// GPU skinning: draw using shader-based skinning
void drawGpuSkinning(Renderer& renderer);
// Shadow: draw into depth map (no texture, no projection push)