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Cleanup instances of using uint32_t for mesh formats #83211

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merged 1 commit into from
Oct 13, 2023

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clayjohn
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And tidy up some leftovers from the attribute compression PR

Mostly issues from #81138

I caught these while investigating #82890. This PR may help with #82890, but I'm not sure as I can't reproduce the issue.

And tidy up some leftovers from the attribute compression PR
@clayjohn clayjohn added this to the 4.2 milestone Oct 12, 2023
@clayjohn clayjohn requested review from a team as code owners October 12, 2023 20:06
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The diff appears to be replacing int and int64 to uint64. From a test case point of view we need to coverage the area of 3d import changes but the task of generating benchmarks and test cases is a missing gap that should not block this.

@@ -1662,7 +1662,7 @@ TypedArray<Array> RenderingServer::mesh_surface_get_blend_shape_arrays(RID p_mes
uint32_t normal_elem_size;
uint32_t attrib_elem_size;
uint32_t skin_elem_size;
//CLAY
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👋

@akien-mga akien-mga merged commit cbb95bc into godotengine:master Oct 13, 2023
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@akien-mga
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Thanks!

@clayjohn clayjohn deleted the cleanup-mesh-stuff branch October 13, 2023 16:27
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3 participants