Working on optimization: GPU skinning and binary animations

This commit is contained in:
Vladislav Khorev committed 2026-04-15 16:39:33 +03:00
1 parent a589765b7e
commit f708843747
24 files changed
+890 -489525

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@@ -331,7 +331,14 @@ namespace ZL {
// Load animations
try {
npc->loadAnimation(AnimationState::STAND, npcData.animationIdlePath, zipPath);
if (npcData.animationIdlePath.substr(npcData.animationIdlePath.size() - 5) == ".anim")
{
npc->loadBinaryAnimation(AnimationState::STAND, npcData.animationIdlePath, zipPath);
}
else
{
npc->loadAnimation(AnimationState::STAND, npcData.animationIdlePath, zipPath);
}
std::cout << " Loaded IDLE animation: " << npcData.animationIdlePath << std::endl;
}
catch (const std::exception& e) {
@@ -340,7 +347,15 @@ namespace ZL {
}
try {
npc->loadAnimation(AnimationState::WALK, npcData.animationWalkPath, zipPath);
if (npcData.animationIdlePath.substr(npcData.animationIdlePath.size() - 5) == ".anim")
{
npc->loadBinaryAnimation(AnimationState::WALK, npcData.animationIdlePath, zipPath);
}
else
{
npc->loadAnimation(AnimationState::WALK, npcData.animationWalkPath, zipPath);
}
std::cout << " Loaded WALK animation: " << npcData.animationWalkPath << std::endl;
}
catch (const std::exception& e) {