From 8a7d3ce461058bad2e0aaa608353abe2cd4da6d0 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Fran=C3=A7ois=20Mockers?= Date: Sat, 29 Jun 2024 03:03:51 +0200 Subject: [PATCH] don't put previous skin/morph in the morphed_skinned_mesh_layout (#14065) # Objective - Fixes #14059 - `morphed_skinned_mesh_layout` is the same as `morphed_skinned_motion_mesh_layout` but shouldn't have the skin / morph from previous frame, as they're used for motion ## Solution - Remove the extra entries ## Testing - Run with the glTF file reproducing #14059, it works --- crates/bevy_pbr/src/render/mesh_bindings.rs | 4 ---- 1 file changed, 4 deletions(-) diff --git a/crates/bevy_pbr/src/render/mesh_bindings.rs b/crates/bevy_pbr/src/render/mesh_bindings.rs index cd17c9c06e..0ba7eb5de2 100644 --- a/crates/bevy_pbr/src/render/mesh_bindings.rs +++ b/crates/bevy_pbr/src/render/mesh_bindings.rs @@ -242,10 +242,6 @@ impl MeshLayouts { // The current frame's morph weight buffer. (2, layout_entry::weights()), (3, layout_entry::targets()), - // The previous frame's joint matrix buffer. - (6, layout_entry::skinning()), - // The previous frame's morph weight buffer. - (7, layout_entry::weights()), ), ), )