Search found 343 matches

by kklouzal
Fri Feb 02, 2018 1:20 am
Forum: Beginners Help
Topic: Setting Bones From Matrix
Replies: 26
Views: 2558

Re: Setting Bones From Matrix

LOL they are doing the wave! 196 nodes with gpu skinning 70fps 196 nodes with cpu skinning 35fps Literally a 100% increase in performance with gpu skinning :) One note, instead of accumulating your bone matrices, accumulate vertices transformed by matrices. .. Final remark, use mat4x3 for the bone m...
by kklouzal
Fri Feb 02, 2018 12:53 am
Forum: Beginners Help
Topic: Setting Bones From Matrix
Replies: 26
Views: 2558

Re: Setting Bones From Matrix

Thank you devsh you have been a big help to me and the rest of the community!
by kklouzal
Fri Feb 02, 2018 12:40 am
Forum: Beginners Help
Topic: Setting Bones From Matrix
Replies: 26
Views: 2558

Re: Setting Bones From Matrix

I suppose I was just expecting to render way more than what I got. This would probably be a scenario where instancing would greatly improve the situation. https://www.videocardbenchmark.net/gpu.php?gpu=Radeon+HD+8600%2F8700M Radeon 8600M/8700M, not the best card but it gets the job done. The next th...
by kklouzal
Thu Feb 01, 2018 11:31 pm
Forum: Beginners Help
Topic: Setting Bones From Matrix
Replies: 26
Views: 2558

Re: Setting Bones From Matrix

Thank you devsh that article explained things very well. OZZ Animation provides the bind pose, unfortunately the matrices are in a different format than those given when doing an animation. I raised an issue on their github page to figure out how to intermingle the two. In the meantime I figured I w...
by kklouzal
Wed Jan 31, 2018 8:29 pm
Forum: Beginners Help
Topic: Setting Bones From Matrix
Replies: 26
Views: 2558

Re: Setting Bones From Matrix

Mesh->setHardwareMappingHint(irr::scene::EHM_STATIC, irr::scene::EBT_VERTEX_AND_INDEX); I was experimenting earlier with the different hint types and had it commented out >.< Now with 50 objects I'm at 274fps which is much better! Let me see if I can decipher devsh's last post and get this explosio...
by kklouzal
Wed Jan 31, 2018 6:31 pm
Forum: Beginners Help
Topic: Setting Bones From Matrix
Replies: 26
Views: 2558

Re: Setting Bones From Matrix

I kinda like the monster I created. ;) I'll try to swap the columns and rows to see if that helps. As a side note, I created 25 of these objects to see what performance would be like and my fps hovered between 59-60. 5 more objects brought me down to 54fps, that's only 30 animated objects which is q...
by kklouzal
Wed Jan 31, 2018 4:29 pm
Forum: Beginners Help
Topic: Setting Bones From Matrix
Replies: 26
Views: 2558

Re: Setting Bones From Matrix

Look at this abomination I have created! :D https://youtu.be/y8faIL9cNTI I think the vertices are all crazy because of the left-hand/right-hand coordinate system mismatch. Either that or the way I pull each float out of the 4x4 matrix is wrong.     void OnSetConstants(irr::video::IMaterialRendererSe...
by kklouzal
Wed Jan 31, 2018 11:49 am
Forum: Advanced Help
Topic: GLSL 1.4 and vertex attributes
Replies: 5
Views: 1863

Re: GLSL 1.4 and vertex attributes

Are vertex attributes still not a thing?
by kklouzal
Wed Jan 31, 2018 11:33 am
Forum: Beginners Help
Topic: How to release the memory created by SphereSceneNode?
Replies: 7
Views: 940

Re: How to release the memory created by SphereSceneNode?

I just want to ensure you followed tutorial 3 Custom SceneNode http://irrlicht.sourceforge.net/docu/example003.html I'm done with my CSampleSceneNode object, and so must drop my reference. This won't delete the object, yet, because it is still attached to the scene graph , which prevents the deletio...
by kklouzal
Tue Jan 30, 2018 5:13 pm
Forum: Beginners Help
Topic: Setting Bones From Matrix
Replies: 26
Views: 2558

Re: Setting Bones From Matrix

I found two posts that refer to a bug regarding ATI/AMD cards and setting arrays. It states that you have to manually set each position in the array? Is this still the case? I'm able to set the first position in the array like this: services->setPixelShaderConstant("bones[0]", Bones_->poin...
by kklouzal
Tue Jan 30, 2018 1:28 pm
Forum: Beginners Help
Topic: Setting Bones From Matrix
Replies: 26
Views: 2558

Re: Setting Bones From Matrix

Okay thank you very much, this is extremely helpful information. I see the callback is called each frame so the constants are once again set each frame. Since setting the constants by index is not only better on performance but also failing when trying to do it by name, how do I know which index map...
by kklouzal
Tue Jan 30, 2018 7:34 am
Forum: Beginners Help
Topic: Setting Bones From Matrix
Replies: 26
Views: 2558

Re: Setting Bones From Matrix

I figured it would be a bit difficult to pull PRS out of the matrix. I started looking into how shaders work. I found this vertex shader that will hopefully get me started. uniform mat4 bones[100]; uniform int use_skinning;   void main(void) {     mat4 mfinal = gl_ModelViewMatrix;       // skinning ...
by kklouzal
Mon Jan 29, 2018 10:29 am
Forum: Beginners Help
Topic: Setting Bones From Matrix
Replies: 26
Views: 2558

Re: Setting Bones From Matrix

That tutorial series is very helpful. Thankfully OZZ provides both the local space transforms and the model space transforms. I just need to know what I have to do to set the transform I get for a specific bone in OZZ onto the specific bone in irrlicht. There doesn't seem to be a function to directl...
by kklouzal
Mon Jan 29, 2018 7:42 am
Forum: Beginners Help
Topic: Setting Bones From Matrix
Replies: 26
Views: 2558

Setting Bones From Matrix

Hello I'm trying to set bones from a 4x4 matrix but I've never worked with matrices before.. I'm not sure how to get from Float4x4 to BoneNode->Set Position/Rotation/Scale. More specifically I don't know how to manually set the transformation for a bone.           size_t models = models_.Count();   ...
by kklouzal
Sun Jan 28, 2018 6:08 pm
Forum: Project Announcements
Topic: Stunt Marble Racers 2
Replies: 76
Views: 71218

Re: Stunt Marble Racers 2

All seems to be well after I rebooted my machine! Didn't mean to get you worried :)