I think the most recent discussion about the vertex format was that one here: http://irrlicht.sourceforge.net/phpBB2/ ... tex+format
I suppose we're all aware of the current limitations, the discussion is more about the best solution.
Hardware Skinning
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
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Wow! Thanks FMX and Blinside!
I actually have some time to learn and practice more in c++, and wanted to use Hardware Skinning on my current project (Andres, IRR RPG Builder), This code (even if it hacky) will at least provide this. Even with the constrains, my characters uses simple biped rigs that are around 35 bones, so it should work. Reading the source of the GLSL vertex shader, reveal that it seem to support up to 55 bones max.
I have made animations separate from the mesh file, will I have to apply the shader to the main skinned mesh and/or the animation file also?
I was not aware that it required so deep changes (was surely not fully implemented because it was limited). Now I understand more the discussion about having a more flexible vertex format... (I'm more than Noob with shader code! )
[EDIT2] Ok. I started from scratch directly from the base code and now it work. I've created something really simple to use now if you need hardware skinning. Posted it in the Code Snippet here:
http://irrlicht.sourceforge.net/phpBB2/ ... 401#238401
I actually have some time to learn and practice more in c++, and wanted to use Hardware Skinning on my current project (Andres, IRR RPG Builder), This code (even if it hacky) will at least provide this. Even with the constrains, my characters uses simple biped rigs that are around 35 bones, so it should work. Reading the source of the GLSL vertex shader, reveal that it seem to support up to 55 bones max.
I have made animations separate from the mesh file, will I have to apply the shader to the main skinned mesh and/or the animation file also?
I was not aware that it required so deep changes (was surely not fully implemented because it was limited). Now I understand more the discussion about having a more flexible vertex format... (I'm more than Noob with shader code! )
[EDIT2] Ok. I started from scratch directly from the base code and now it work. I've created something really simple to use now if you need hardware skinning. Posted it in the Code Snippet here:
http://irrlicht.sourceforge.net/phpBB2/ ... 401#238401