Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[Merged by Bors] - Fix skinned mesh normal handling in mesh shader #5095

Closed

Conversation

edwardvear
Copy link
Contributor

@edwardvear edwardvear commented Jun 25, 2022

Objective

Update pbr mesh shader to use correct normals for skinned meshes.

Solution

Only use mesh_normal_local_to_world for normals if SKINNED is not defined.

@edwardvear edwardvear marked this pull request as ready for review June 25, 2022 05:25
Copy link
Contributor

@superdump superdump left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Whoops, I must have introduced this when rebasing/reworking one of my pbr refactor prs. Good catch!

@superdump
Copy link
Contributor

bors r+

bors bot pushed a commit that referenced this pull request Jun 25, 2022
# Objective

Update pbr mesh shader to use correct normals for skinned meshes.

## Solution

Only use `mesh_normal_local_to_world` for normals if `SKINNED` is not defined.
@bors bors bot changed the title Fix skinned mesh normal handling in mesh shader [Merged by Bors] - Fix skinned mesh normal handling in mesh shader Jun 25, 2022
@bors bors bot closed this Jun 25, 2022
inodentry pushed a commit to IyesGames/bevy that referenced this pull request Aug 8, 2022
# Objective

Update pbr mesh shader to use correct normals for skinned meshes.

## Solution

Only use `mesh_normal_local_to_world` for normals if `SKINNED` is not defined.
james7132 pushed a commit to james7132/bevy that referenced this pull request Oct 28, 2022
# Objective

Update pbr mesh shader to use correct normals for skinned meshes.

## Solution

Only use `mesh_normal_local_to_world` for normals if `SKINNED` is not defined.
ItsDoot pushed a commit to ItsDoot/bevy that referenced this pull request Feb 1, 2023
# Objective

Update pbr mesh shader to use correct normals for skinned meshes.

## Solution

Only use `mesh_normal_local_to_world` for normals if `SKINNED` is not defined.
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

None yet

3 participants