Horde3D

Next-Generation Graphics Engine
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PostPosted: 20.06.2011, 01:19 
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Joined: 11.09.2010, 17:03
Posts: 4
Hey people, have been Horde3d for a while now, there's just one thing that's bothering me: Software skinning doesn't behave the same as hardware skinning.
I don't have enough experience with the codebase yet so I can't fix it myself, but it's really easy to see the problem by reproducing it:

Paste in app.cpp of the Knight example, Horde3d beta 5 on line 97:

h3dSetNodeParamI( _knight, H3DModel::SWSkinningI , 1);

Maybe it's something with the vertex weights, as the helmet and sword seem to be working fine.

Anyway, does anyone have an idea where the problem might lie?

Michel


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PostPosted: 20.06.2011, 07:08 
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Joined: 10.09.2006, 15:52
Posts: 1217
Hi, did you disable the hardware skinning in the material? Otherwise the skinning is applied two times.


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PostPosted: 20.06.2011, 11:17 
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Joined: 11.09.2010, 17:03
Posts: 4
Thanks, I didn't think the solution would be so obvious. I don't think I read anything about this in the documentation though, might be worth putting a warning in, or make horde output a warning?


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