- March 10, 2015 at 6:42 am #32008
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.March 10, 2015 at 7:00 am #39540
I am a bit suspicious about the padding of 3 on the Club-mesh. That instinctively feels weird.March 10, 2015 at 8:44 pm #39541
Found the bug… a problem of accidentally uploading the bone weights as GL_UNSIGNED_BYTE instead of GL_FLOAT. Please close this issue.March 10, 2015 at 9:30 pm #39542
Or rather one should do: Mesh->sBoneWeight.eType==1?GL_FLOAT:GL_UNSIGNED_BYTE (Your skinning example is hard coded to FLOAT iirc)