createMeshWithTangents with animated meshes
Posted: Mon Oct 25, 2010 12:00 pm
Hi there,
I have a specific question about the IAnimatedSceneMeshNode, and the IAnimatedMesh class. There is one major problem I have, concerning using Shaders with them. Is it possible to use the MeshManipulator->createMeshWithTangents() with animated Meshes somehow? I thought of using getMesh() to retrieve the frame meshes to use them with the function, but this seems rather slow for large animations, and impossible to re-implement the created meshes into the animation.
Alternatively, I thought of using the idea above (retrieving frame meshes and using the function on them), and writing a custom animation node for using an array of the new meshes. As I already have an animation system, I would only need to write the code for determination which mesh to show. Problem is, I would need to create an ISceneNode for every frame, which kind of defies their use, and hide/show the needed node.
Any ideas how to tame that beast?
So long,
Kernle
PS: The best way of course would be to make my meshes the way that I don't need to use the function above, but how the heck do I do that?
I have a specific question about the IAnimatedSceneMeshNode, and the IAnimatedMesh class. There is one major problem I have, concerning using Shaders with them. Is it possible to use the MeshManipulator->createMeshWithTangents() with animated Meshes somehow? I thought of using getMesh() to retrieve the frame meshes to use them with the function, but this seems rather slow for large animations, and impossible to re-implement the created meshes into the animation.
Alternatively, I thought of using the idea above (retrieving frame meshes and using the function on them), and writing a custom animation node for using an array of the new meshes. As I already have an animation system, I would only need to write the code for determination which mesh to show. Problem is, I would need to create an ISceneNode for every frame, which kind of defies their use, and hide/show the needed node.
Any ideas how to tame that beast?
So long,
Kernle
PS: The best way of course would be to make my meshes the way that I don't need to use the function above, but how the heck do I do that?