Just for curious,
Now in irrlicht, scene nodes sharing the same mesh source would share the same mesh buffer.
Is the reason for this choice that to save memory expense at run-time?
riveranb wrote:And multiple scene nodes for holding the same mesh is also another big problem.
Now I still have no idea about solutions of this problem.
Anyway thanks again, hope that I can help a bit, maybe in the future.
mongoose7 wrote:Err, just a comment. I had a look at the code and I see you used a boolean. But then you had to pepper the code with changes. Hmmm, not good.
Better, I think, would be to set it to the number of the last frame skinned. This only needs to be set to -1 when the object is instantiated. At the start of the skinning code (skinMesh()?) you check if the current frame is the same as the last frame skinned. After skinning, you set the variable to the last frame skinned to the current.
Although, from what I recall, the frame number isn't passed into skinMesh()?
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