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
This commit is contained in:
François Mockers 2024-06-29 03:03:51 +02:00 committed by François
parent 036d0026be
commit 4a05c737a2
No known key found for this signature in database

View File

@ -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()),
),
),
)