d5a86c170ec0a0ba5721cfa45ff9f2626754719c
Skinned meshes keep vertices in raw mesh space (bakeTransform=false); rendering transforms them via bind palette (global(bone) x invBind, folds FBX unit scale). Physics MeshShape/ConvexHull and the mesh bounding sphere consumed the raw positions directly -> M1911 hull measured ~10x the visual size. ParseFromDisk now bakes bind-palette-skinned positions per vertex (same formula as the skinning shader) into ParsedMesh::cpuPositions; Mesh uses them for m_CpuPositions and bounds. GPU vertex data and rendering are untouched.
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5.6 MiB
Languages
C++
56.3%
C
41.6%
GLSL
1.8%
CMake
0.3%