fix: glTF instancing when loaded via buffer

This commit is contained in:
Nick Fisher
2025-01-02 15:16:12 +08:00
parent 3e39aa3630
commit 8e0ba8ac4e
6 changed files with 9 additions and 6 deletions

View File

@@ -48,7 +48,7 @@ extern "C"
EMSCRIPTEN_KEEPALIVE int SceneManager_removeFromScene(TSceneManager *tSceneManager, EntityId entity);
EMSCRIPTEN_KEEPALIVE void SceneManager_transformToUnitCube(TSceneManager *sceneManager, EntityId asset);
EMSCRIPTEN_KEEPALIVE TSceneAsset *SceneManager_loadGlbFromBuffer(TSceneManager *tSceneManager, const uint8_t *const, size_t length, bool keepData, int priority, int layer, bool loadResourcesAsync);
EMSCRIPTEN_KEEPALIVE TSceneAsset *SceneManager_loadGlbFromBuffer(TSceneManager *tSceneManager, const uint8_t *const, size_t length, int numInstances, bool keepData, int priority, int layer, bool loadResourcesAsync);
EMSCRIPTEN_KEEPALIVE TSceneAsset *SceneManager_loadGlb(TSceneManager *sceneManager, const char *assetPath, int numInstances, bool keepData);
EMSCRIPTEN_KEEPALIVE TSceneAsset *SceneManager_loadGltf(TSceneManager *sceneManager, const char *assetPath, const char *relativePath, bool keepData);