Closed ramirezmike closed 1 year ago
thanks for doing most of the fixing for me. I added a PR to yours which should finish this by resolving morph targets.
I also made some appropriate modifications to that shader so that the bind group locations for skinned meshes are at locations 5 and 6 instead of 2 and 3. I think they've changed. I'm not sure if you were able to get the old locations to work on your machine but they definitely didn't work for me.
finally, I couldn't compile the bevy_mod_gltf_patched
due to version conflicts, so I made of fork of that fork which has also not been merged. people may wish to use this one for now:
https://github.com/zainthemaynnn/bevy_mod_gltf_patched
the only thing I am not sure about is also MESH_BINDGROUPS_1
. I just stuck it in by default, since, yeah, it does not work otherwise.
Hi @ramirezmike and @zainthemaynnn,
Thanks for working on this in my absence. I will review and make a new release as soon as possible.
@komadori just note that morph targets will not render properly until this other PR. the first one only allowed it to run without runtime errors.
if that's not merged by the time you are done reviewing I can make a separate one.
@zainthemaynnn Thanks, I have merged your additional PR into my staging branch: https://github.com/komadori/bevy_mod_outline/pull/22
Superseded by PR #22.
I got this to a state where it's working well enough for my purposes but will likely need a couple tweaks.
Major concerns:
this fork of bevy_mod_gltf_patchedthis fork of bevy_mod_gltf_patched until it gets updatedDoesn't support morph targets (maybe could be handled as a separate issue?)Most of the rest of the changes were from following the migration guide