Check if Skeleton exists before reading when calculating blend shapes

This commit is contained in:
clayjohn 2023-01-31 09:02:43 -08:00
parent 2b710bc336
commit cdc6c00b5f

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@ -986,7 +986,10 @@ void MeshStorage::update_mesh_instances() {
push_constant.skin_stride = (mi->mesh->surfaces[i]->skin_buffer_size / mi->mesh->surfaces[i]->vertex_count) / 4;
push_constant.skin_weight_offset = (mi->mesh->surfaces[i]->format & RS::ARRAY_FLAG_USE_8_BONE_WEIGHTS) ? 4 : 2;
Transform2D transform = mi->canvas_item_transform_2d.affine_inverse() * sk->base_transform_2d;
Transform2D transform = Transform2D();
if (sk && sk->use_2d) {
transform = mi->canvas_item_transform_2d.affine_inverse() * sk->base_transform_2d;
}
push_constant.skeleton_transform_x[0] = transform.columns[0][0];
push_constant.skeleton_transform_x[1] = transform.columns[0][1];
push_constant.skeleton_transform_y[0] = transform.columns[1][0];