Working on optimization: GPU skinning and binary animations
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a589765b7e
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24 files changed
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@@ -331,7 +331,14 @@ namespace ZL {
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// Load animations
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try {
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npc->loadAnimation(AnimationState::STAND, npcData.animationIdlePath, zipPath);
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if (npcData.animationIdlePath.substr(npcData.animationIdlePath.size() - 5) == ".anim")
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{
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npc->loadBinaryAnimation(AnimationState::STAND, npcData.animationIdlePath, zipPath);
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}
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else
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{
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npc->loadAnimation(AnimationState::STAND, npcData.animationIdlePath, zipPath);
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}
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std::cout << " Loaded IDLE animation: " << npcData.animationIdlePath << std::endl;
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}
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catch (const std::exception& e) {
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@@ -340,7 +347,15 @@ namespace ZL {
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}
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try {
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npc->loadAnimation(AnimationState::WALK, npcData.animationWalkPath, zipPath);
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if (npcData.animationIdlePath.substr(npcData.animationIdlePath.size() - 5) == ".anim")
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{
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npc->loadBinaryAnimation(AnimationState::WALK, npcData.animationIdlePath, zipPath);
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}
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else
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{
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npc->loadAnimation(AnimationState::WALK, npcData.animationWalkPath, zipPath);
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}
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std::cout << " Loaded WALK animation: " << npcData.animationWalkPath << std::endl;
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}
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catch (const std::exception& e) {
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