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Add motion vector support for animated surfaces like skeletons or blend shapes.
Extends mesh instances that required custom vertex buffers to create two alternating buffers that are written to and binds them to use them as the previous vertex buffer when generating motion vectors.
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6 changed files with 201 additions and 71 deletions
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@ -900,9 +900,9 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
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RD::VertexFormatID vertex_format = RD::INVALID_FORMAT_ID;
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if (mesh_instance.is_valid()) {
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mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, vertex_array, vertex_format);
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mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, false, vertex_array, vertex_format);
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} else {
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mesh_storage->mesh_surface_get_vertex_arrays_and_format(surface, input_mask, vertex_array, vertex_format);
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mesh_storage->mesh_surface_get_vertex_arrays_and_format(surface, input_mask, false, vertex_array, vertex_format);
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}
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RID pipeline = pipeline_variants->variants[light_mode][variant[primitive]].get_render_pipeline(vertex_format, p_framebuffer_format);
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