Irdis wrote:
You should add the line " <ShaderFlag name="_F01_Skinning" />" to the material of the model that should use hardware skinning (for example, human character model).
As for the errors, you pass some wrong parameters to the h3dSetNodeParamI (probably, the id of the model is null or some other parameter is incorrect). You should set a breakpoint in your IDE on the first h3dSetNodeParamI call to see what's wrong.
About h3dResizePipelineBuffers, as far as I remember, you should pass your pipeline resource as a parameter - maybe you passed a different resource?
hello Irdis I do remember you gave me solution here to add " <ShaderFlag name="_F01_Skinning" />" in material but at that time i had to skip that part
because i was integrating a sample at that time so i continued with the remaining and i mistakenly skipped this part anyways now i am agian with the same problem
i have integrated everything works kool but there is still one problem and that is my created environment is showing me dull white colored walls which is not actually
the same that i create in horde3d editor the reason i found is only 1 and when i created my environment I used a shader named skinning.shader.xml in horde3d scene editor and it was working, but when i integrated it with SVN it didnt work so i tried using model.shader and then it worked but it showed me dull white colored walls
i think this is the difference that's not giving me the real textures are faded, do you have any idea using skinning.shader.xml because using my skinning.shader.xml
i get a problem and it says missing FX section i added the above mentioned in material after the line where it calls skinning.shader.xml but still problem persist
you can see this post of mine where i showed with a picture difference between my created environment in horde scene editor and integrated version
viewtopic.php?f=6&t=1567I shall be thankful to you for this favor
Regards Imran Habib