I didn’t expect the irrlicht release to be so soon…
I made a patch for the b3d loader, some changes:
-The normals are calculated if not found in the mesh file, should fix the lighting issue but will slow the loading down a bit.
-EmissiveColor is now set to 50%, I had in set to 0% before, but it many confuse some people (getting black meshes)
-You can set the Interpolation Mode, to constant or linear, sorry no spline interpolation yet
-Added getB3DJointNode to IAnimatedMeshSceneNode so you can attach a weapon to a hand, etc.
-The skin of mesh (vertices) and Bones are animated separately which gives a few benefits including making getMatrixOfJoint faster.
-I removed AddMatrixToJoint, it was not very use full and I’m going to make a proper system to move/rotate bones
-Merging animates is very incomplete.
-The loader can now animate transitions, but you cannot use it with the current CAnimatedMeshSceneNode.
I think I fixed the transition bug I was having, it’s still incomplete but have a look:
Download transition demo (WIP):
(to download, find the button "free")
(Can someone please test it, including the changes)
I think I’m reading the brushes (Materials) differently somehow to blitz basic and making the objects too bright, I can load the hallway mesh if I set no fullbright and no EMT_LIGHTMAP_M2.
(Ignore the dwarfs)
And about the windows in the house with OpenGL, this post seems to be related to what’s happening:
The windows (for me at least) are fine with only one mesh being drawn.
The patch is not working with the latest svn because of the revision:
148 by bitplane
“moved calculation of bone positions to CAnimatedMeshSceneNode::render() as per http://irrlicht.sourceforge.net/phpBB2/ ... php?t=8805
I try and upload another patch tomorrow.
The change is pretty cool because it means I can now get the right matrix from the function getB3DJointNode when transitions are playing.