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Fix Blend Shapes when Octahedral Compression is Used #56161

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merged 1 commit into from
Jan 4, 2022

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The-O-King
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@The-O-King The-O-King commented Dec 22, 2021

Blend shapes did not take into account octahedral compressed vertex
attribute layouts and this resulted in incorrect lighting on the
resulting blended mesh

Now make the blend_shapes shader octahedral compression aware!

Bugsquad edit: Fixes #55633.

Blend shapes did not take into account octahedral compressed vertex
attribute layouts and this resulted in incorrect lighting on the
resulting blended mesh

Now make the blend_shapes shader octahedral compression aware!
@The-O-King The-O-King requested a review from a team as a code owner December 22, 2021 15:04
@The-O-King
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This should fix #55633

@fire
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fire commented Dec 27, 2021

Can you show a before and after visual comparisons?

The code is hard to check cases for so my test plan is to run blend shape examples from the bug reports.

@The-O-King
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Sure thing - here's a before and after using the example from the bug report with the blend set to 0.6

Before:
image

After:
image

@akien-mga akien-mga merged commit cc6e0e7 into godotengine:3.x Jan 4, 2022
@akien-mga
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Thanks!

@akien-mga
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Cherry-picked for 3.4.3.

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4 participants