Uses default group for vertex buffer for skinning

This commit is contained in:
Vladislav Belov
2026-09-10 15:27:14 +02:00
parent e933d18a36
commit 100a13343a
+2 -2
View File
@@ -354,11 +354,11 @@ CModelRData* GPUSkinnedModelModelRenderer::CreateModelData(const void* key, CMod
modelRData->m_PositionHandle = g_Renderer.GetVertexBufferManager().AllocateChunk(
OUTPUT_POSITION_STRIDE, numberOfVertices, Renderer::Backend::IBuffer::Type::VERTEX,
Renderer::Backend::IBuffer::Usage::STORAGE,
nullptr, CVertexBufferManager::Group::WATER);
nullptr, CVertexBufferManager::Group::DEFAULT);
modelRData->m_NormalTangentHandle = g_Renderer.GetVertexBufferManager().AllocateChunk(
OUTPUT_NORMAL_TANGENT_STRIDE, numberOfVertices, Renderer::Backend::IBuffer::Type::VERTEX,
Renderer::Backend::IBuffer::Usage::STORAGE,
nullptr, CVertexBufferManager::Group::WATER);
nullptr, CVertexBufferManager::Group::DEFAULT);
return modelRData;
}