Re: Bump mapping for Animated meshes
Posted: Sun May 17, 2015 7:18 pm
HI! This is an example to clarify my Tangent/Binormal Problem..
It is 6.5 Megs!! I really tried to get the data as small as possible.
If you run "000_TANGENT_BALL.exe" you will see that Skinned
Animation causes "final" GLSL normals to change in unexpected ways..
Try using keys "3", "6" and "7" to change the rendermode..
You can also Slow, Hasten or Pause the animation with the "I","O","P" Keys..
"[" Brings us to the First Frame i.e. T, or NULL POSE..
Here it is: (slight code change)
I deleted this. Check later posts.
Everything is there.
I now know that Updating Tangents and Binormals is the key, but how?
Please share your code if you crack it!
Im looking at how IRRLICHT updates the normals and trying
to get the same for Tangents / Binormals..
I am sure it wouldn't be too much of a "CPU TIME PENALTY" if
we have some kind of an OPTION to do this or not..
We could even have updating done only at every "Nth" frame (again, option would be nice)..
The Normal deviation only becomes really aparent at angles greater than approx 75.0 degrees..
Keep in mind that Static objects can be Translated,
Scaled, even Rotated and the shader will light
it correclty. (Thanks to You, the Forum Members ofcourse!)
Sorry about the large ZIP file, I did everything possible to keep it small..
If You'd like a HIRES Package let me know..
The models come from the Internet and are free for educational purposes
but not for Commercial material..
It is 6.5 Megs!! I really tried to get the data as small as possible.
If you run "000_TANGENT_BALL.exe" you will see that Skinned
Animation causes "final" GLSL normals to change in unexpected ways..
Try using keys "3", "6" and "7" to change the rendermode..
You can also Slow, Hasten or Pause the animation with the "I","O","P" Keys..
"[" Brings us to the First Frame i.e. T, or NULL POSE..
Here it is: (slight code change)
I deleted this. Check later posts.
Everything is there.
I now know that Updating Tangents and Binormals is the key, but how?
Please share your code if you crack it!
Im looking at how IRRLICHT updates the normals and trying
to get the same for Tangents / Binormals..
I am sure it wouldn't be too much of a "CPU TIME PENALTY" if
we have some kind of an OPTION to do this or not..
We could even have updating done only at every "Nth" frame (again, option would be nice)..
The Normal deviation only becomes really aparent at angles greater than approx 75.0 degrees..
Keep in mind that Static objects can be Translated,
Scaled, even Rotated and the shader will light
it correclty. (Thanks to You, the Forum Members ofcourse!)
Sorry about the large ZIP file, I did everything possible to keep it small..
If You'd like a HIRES Package let me know..
The models come from the Internet and are free for educational purposes
but not for Commercial material..