Has anybody implemented GPU/vertex shader bones yet?

Started by Redman, June 17, 2016, 11:38:33 PM

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EgonOlsen

Quote from: Redman on June 24, 2016, 03:44:24 PM
Sure.  I'll gladly add it to the wiki.
You should have received an email with your login data to the wiki.

raft

I'll second this is pretty cool too :) I'll add a link to Bones home page once wiki page is ready.

Redman

I have setup the Wiki page here:
http://www.jpct.net/wiki/index.php?title=Hybrid_GPU_Shader_Animations_for_Bones

And it is now referenced at the bottom of the "Bones for jPCT/jPCT-AE" section of the landing page.

Enjoy!

raft


Redman

I have made one change (and updated the Wiki) to the GPUAnimated3D constructor:


    public GPUAnimated3D(Animated3D object) {
        super(object);
        setSkeletonPose(new SkeletonPose(getSkeleton()));
        BonesNamespaceUtils.setSkinAttributes(this);
        setRenderHook(this);
    }


I have added "setSkeletonPose(new SkeletonPose(getSkeleton()));".  I am now setting a new instance of the SkeletonPose on creation.  It was referencing / reusing the same Skeletal Pose object, and therefore all clones were animating the same.  Now each GPUAnimated3D will animate independently of one another.