Problems with skinning a .pod

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This topic contains 4 replies, has 2 voices, and was last updated by  Joe Davis 2 years, 9 months ago.

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  • #32008

    JackAsser
    Member

    Hi there!

    We have several models converted to pod and they all work perfectly with their animations. I’m using your POD-loader code from the tools-folder and I’m using a similar vertex shader as the one provided in the skinning-example. All good so far. However one model doesn’t work, but do work in PVRShaman. I’ve checked that there are at most 4 bones acting on each vertex and the total bone palette is 13. I’ve increased the shader to support a bone palette of up to 16 bones.

    Would it be possible for you guys to take a quick look on the .pod-model and see if you can see anything obviously wrong? I’m using SDK 3.4.
    If you are willing to take a quick look of the model I can provide a drop-box link.

    #39540

    JackAsser
    Member


    I am a bit suspicious about the padding of 3 on the Club-mesh. That instinctively feels weird.

    #39541

    JackAsser
    Member

    Found the bug… a problem of accidentally uploading the bone weights as GL_UNSIGNED_BYTE instead of GL_FLOAT. Please close this issue.

    #39542

    JackAsser
    Member

    Or rather one should do: Mesh->sBoneWeight.eType==1?GL_FLOAT:GL_UNSIGNED_BYTE (Your skinning example is hard coded to FLOAT iirc)

    #39543

    Joe Davis
    Member

    Glad to hear you’ve resolved the issue. If you have any other questions about our POD loading code or the format, don’t hesitate to ask 🙂

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