Thanks for your help Frank. Now it looks perfect. It looks so much
better now that the normals get interpolated.
On Aug 11, 2005, at 11:28 PM, Lo Saeteurn wrote:
On Aug 11, 2005, at 11:20 PM, Frank Condello wrote:
Animations play perfectly and share much of the data. The
problem now is with the lighting. If the animated object is
rotated, the lighting does not change on the object. I suspect
the normals have something to do with it. If so, how do I
extract the normal list from a trimesh object and interpolate
between the two frames?
So it is the normals that are causing this lighting issue? If so,
it shouldn't be too difficult to find.
Most likely...
Sure hope so.
Now I'm guessing there's no way to share just the VertextNormals.
It looks like it is mixed between the UV and the other vertex
information. If this is the case, there may be performance issues
going though them all?
It's a little messy but you can share the normals without touching
the other data. Check out the Trimesh3D.GetAttributeDataPtr method
in the the Quesa Wrappers - it shows how to dig through the vertex
attribute data to find a pointer to a particular lump. Once you
have that pointer you can copy your data into that memory or
assign a local memoryblock.
Oh okay. So pretty much the same thing as with the vertices. I
didn't realize that it was in the same list as the vertices.
Things get tricky when a model is missing normals, but you
probably won't have to worry about that.
Well it is already designed in a way that normals will not be
required. As long as I know there's no normal, it shouldn't be a
problem.
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