Handle bones in shadow pipeline.

This commit is contained in:
Skyth 2024-11-26 16:23:01 +03:00
parent 8aa3b23884
commit ed3eb484a6

View file

@ -4329,6 +4329,9 @@ static void CompileMeshPipeline(Hedgehog::Mirage::CMeshData* mesh, MeshLayer lay
pipelineState.vertexStrides[0] = mesh->m_VertexSize; pipelineState.vertexStrides[0] = mesh->m_VertexSize;
pipelineState.depthStencilFormat = RenderFormat::D32_FLOAT; pipelineState.depthStencilFormat = RenderFormat::D32_FLOAT;
if (args.hasBone)
pipelineState.specConstants |= SPEC_CONSTANT_HAS_BONE;
if (layer == MeshLayer::PunchThrough) if (layer == MeshLayer::PunchThrough)
pipelineState.specConstants |= SPEC_CONSTANT_ALPHA_TEST; pipelineState.specConstants |= SPEC_CONSTANT_ALPHA_TEST;