I'm not currently using IAnimatedMesh, so things like this don't apply. I'm using my own IMD5SceneNode. If I use Irrlicht's classes I can't do stuff like skin on the GPU, load vertices into hardware and use vertex formats other than the three standard ones. If it becomes a hopeless mess I may revert to standard Irrlicht classes, though.omaremad wrote:irrlicht does the normals on th cpu for animated meshes( they are transformed by the matrix of the bone on the cpu) thus the gpu gets the final normal value needed to be multiplied.
Doom3 Model Loader Demo
The normals should be fine because when you run OpenGL lighting (choosing No when asked for high-level shaders) it looks OK. As I said in my initial post, this is work-in-progress. I put the demo out for feedback; I got some useful stuff back and will have another demo soon.omaremad wrote:even if the tangents are broken you could still use the skinned normals (if they are correct)
The high-level shader is in an external HLSL file in the exe folder if anyone wants to play around with it. This is an (almost) straight conversion from the GLSL shaders with the sample code I used, and is not optimal!
Does that mean the normals are cpu computed when no shaders are activated? thats good because irrlicht always keep low end systems in mind. I hope this gets fixed so we several game oriented model formats.The normals should be fine because when you run OpenGL lighting
"Irrlicht is obese"
If you want modern rendering techniques learn how to make them or go to the engine next door =p
If you want modern rendering techniques learn how to make them or go to the engine next door =p
Yes, at the moment normals are cpu computed.omaremad wrote:Does that mean the normals are cpu computed when no shaders are activated? thats good because irrlicht always keep low end systems in mind. I hope this gets fixed so we several game oriented model formats.The normals should be fine because when you run OpenGL lighting