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Implement motion vectors and TAA for skinned meshes and meshes with morph targets. #13572
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alice-i-cecile
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bevyengine:main
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pcwalton:skinned-motion-vectors
May 31, 2024
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83d376c
Implement motion vectors and TAA for skinned meshes and meshes with
pcwalton 6c78b4b
Rename `HAVE_` to `HAS_`
pcwalton 02e384c
Eliminate the regression
pcwalton 16f2b7e
Merge remote-tracking branch 'origin/main' into skinned-motion-vectors
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Is the
vertex_no_morph.instance_index
workaround no longer valid?There was a problem hiding this comment.
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I just tried
animated_fox
with TAA enabled on the Direct3D 12 backend and it works fine. I guess whatever the issue was is now fixed. Or my changes to the shaders perturbed the bug out of existence.