Fix incorrect skin deduplication when using named binds

This commit is contained in:
Lyuma 2021-05-20 20:26:11 -07:00
parent d5f9f58b61
commit 60f620411e

View file

@ -4390,6 +4390,9 @@ bool GLTFDocument::_skins_are_same(const Ref<Skin> skin_a, const Ref<Skin> skin_
if (skin_a->get_bind_bone(i) != skin_b->get_bind_bone(i)) { if (skin_a->get_bind_bone(i) != skin_b->get_bind_bone(i)) {
return false; return false;
} }
if (skin_a->get_bind_name(i) != skin_b->get_bind_name(i)) {
return false;
}
Transform a_xform = skin_a->get_bind_pose(i); Transform a_xform = skin_a->get_bind_pose(i);
Transform b_xform = skin_b->get_bind_pose(i); Transform b_xform = skin_b->get_bind_pose(i);