Always pass identity matrix for animated shader;
So at least something shows up if you have an unskinned mesh with
a skinned shader.
@@ -571,8 +571,8 @@ static void lovrGraphicsBatch(BatchRequest* req) {
}
}
- if (req->type == BATCH_MESH && lovrShaderHasUniform(shader, "lovrPose")) {
- if (req->params.mesh.pose) {
+ if (lovrShaderHasUniform(shader, "lovrPose")) {
+ if (req->type == BATCH_MESH && req->params.mesh.pose) {
lovrShaderSetMatrices(shader, "lovrPose", req->params.mesh.pose, 0, MAX_BONES * 16);
} else {
lovrShaderSetMatrices(shader, "lovrPose", (float[]) MAT4_IDENTITY, 0, 16);
