Rauy wrote:
So just use the skinning data or second texture coordinate
What is the skinning data, or where is that? In a model? The other post mentioned in a static mesh, but I don't understand, or couldn't find the parameter.
When you say 2nd texture coordinate, are you referring to the texture coordinates in a geometry resource (GeoVertStaticStream)?
Whichever of these methods I choose, will I need to modify and use a shader to implement it? (something like what MistaED explained?)
I'm new to shaders, but I'll get right to that ... next.
MistaED wrote:
Here's the patch to make the collada converter use the vertex colours from a dae file and export it into the tangent stream. This isn't ideal as now you can't use normal mapping and it also limits vertex colours to RGB
I need the alpha value, but thanks anyway.
I may not need the normal mapping for this project but I don't want to and will not mess around like that if it prohibits other functionality. I say that because I don't want to have to specialise things for each project. I intend to use the game engine that accompanies Horde3D in a standard way. That's the whole reason I am using such a highly abstracted engine.