4 Commits

Author SHA1 Message Date
Ray
895154bcb2 Clarify that GPU_SKINNING is not enabled by default and the requirements 2026-06-01 21:00:17 +02:00
Ray
f421b74c0f Revert "Enable GPU skinning for GL 3.3+, (#5902)"
This reverts commit f1d602029c.
2026-06-01 20:42:48 +02:00
Ray
90edc3b0a5 Update models_animation_blending.c 2026-06-01 20:42:38 +02:00
f1d602029c Enable GPU skinning for GL 3.3+, (#5902)
only do GPU skinning if the shader supports bone IDs.
2026-06-01 20:25:09 +02:00
2 changed files with 30 additions and 7 deletions

View File

@ -53,13 +53,19 @@ int main(void)
Model model = LoadModel("resources/models/gltf/robot.glb"); // Load character model
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model world position
#if SUPPORT_GPU_SKINNING
// WARNING: SUPPORT_GPU_SKINNING is required to be enabled at raylib compile time (disabled by default)
// It will skip loading CPU required buffers to store animation updated data, so, both modes are exclusive
// Load skinning shader
// WARNING: It requires SUPPORT_GPU_SKINNING enabled on raylib (disabled by default)
// NOTE: It must be a valid shader, following raylib attribs/uniform conventions for GPU skinning
Shader skinningShader = LoadShader(TextFormat("resources/shaders/glsl%i/skinning.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION));
// Assign skinning shader to all materials shaders
//for (int i = 0; i < model.materialCount; i++) model.materials[i].shader = skinningShader;
// Skinning shader could be required to be assigned to all materials shaders, just to make
// sure required uniforms are being updated for the mesh using that material (and shader)
for (int i = 0; i < model.materialCount; i++) model.materials[i].shader = skinningShader;
#endif
// Load model animations
int animCount = 0;
@ -244,6 +250,12 @@ int main(void)
if (GuiDropdownBox((Rectangle){ GetScreenWidth() - 170.0f, 10, 160, 24 }, TextJoin(animNames, animCount, ";"),
&animIndex1, dropdownEditMode1)) dropdownEditMode1 = !dropdownEditMode1;
GuiSetStyle(LABEL, TEXT_ALIGNMENT, TEXT_ALIGN_CENTER);
GuiSetStyle(DEFAULT, TEXT_SIZE, GuiGetFont().baseSize*2);
GuiLabel((Rectangle){ 0, GetScreenHeight() - 100.0f, GetScreenWidth(), 40 }, "PRESS SPACE to START BLENDING");
GuiSetStyle(DEFAULT, TEXT_SIZE, GuiGetFont().baseSize);
GuiSetStyle(LABEL, TEXT_ALIGNMENT, TEXT_ALIGN_LEFT);
// Draw playing timeline with keyframes for anim0[]
GuiProgressBar((Rectangle){ 60, GetScreenHeight() - 60.0f, GetScreenWidth() - 180.0f, 20 }, "ANIM 0",
TextFormat("FRAME: %.2f / %i", animFrameProgress0, anims[animIndex0].keyframeCount),
@ -269,7 +281,9 @@ int main(void)
//--------------------------------------------------------------------------------------
UnloadModelAnimations(anims, animCount); // Unload model animation
UnloadModel(model); // Unload model and meshes/material
#if SUPPORT_GPU_SKINNING
UnloadShader(skinningShader); // Unload GPU skinning shader
#endif
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

View File

@ -52,12 +52,19 @@ int main(void)
Model model = LoadModel("resources/models/gltf/greenman.glb"); // Load character model
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
#if SUPPORT_GPU_SKINNING
// WARNING: SUPPORT_GPU_SKINNING is required to be enabled at raylib compile time (disabled by default)
// It will skip loading CPU required buffers to store animation updated data, so, both modes are exclusive
// Load skinning shader
// WARNING: GPU skinning must be enabled in raylib with a compilation flag,
// if not enabled, CPU skinning will be used instead
// NOTE: It must be a valid shader, following raylib attribs/uniform conventions for GPU skinning
Shader skinningShader = LoadShader(TextFormat("resources/shaders/glsl%i/skinning.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION));
model.materials[1].shader = skinningShader;
TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION));
// Skinning shader could be required to be assigned to all materials shaders, just to make
// sure required uniforms are being updated for the mesh using that material (and shader)
model.materials[1].shader = skinningShader; // Just assigning to materials[1] for this model
#endif
// Load gltf model animations
int animCount = 0;
@ -111,7 +118,9 @@ int main(void)
//--------------------------------------------------------------------------------------
UnloadModelAnimations(anims, animCount); // Unload model animation
UnloadModel(model); // Unload model and meshes/material
#if SUPPORT_GPU_SKINNING
UnloadShader(skinningShader); // Unload GPU skinning shader
#endif
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------