Phew... (getting there)
Posted: Mon Jul 14, 2008 8:46 am
3 days and 1300+ lines of brand-new code later, I'm about 1/3 of the way to being able to load animated .X meshes. Now that the system's coming together, here's what it's going to sport:
I should have this up-and-running by the end of the week. I look forward to being able to put some characters in this game
- Fully capable of using any skeleton-animated (basically all) .X mesh
- Up to 4 blend weights per vertex
- Takes full advantage of hardware, including using vertex shaders for super fast rendering on high-end hardware
- Complete software support for older computers
- Unlimited number of animations
- fast, Fast, FAST! <-- I did a trial run of about 250 fully animated meshes before I noticed a drop from 60 FPS on my laptop
I should have this up-and-running by the end of the week. I look forward to being able to put some characters in this game