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What happens when you use Is this specific to one renderer, or is it consistent across multiple backends? |
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Vertex Def:
Varying.def:
Vertex shader:
Bone matrices are multiplied by the model matrix on the C++ side.
My model is a rigged man standing in a near-t pose with legs spread. I'm trying to move the legs in and arms to the side.
I believe I've isolated the problem to
a_indices
. Here are some tests/observations I've done:a_indices
to be a specific value in the shader, egb_indices = ivec4(5,10,15,20);
, the model renders in a believable state.b_indices = ivec4(mod(u_frametime.y/20, 22), 0,0,0);
. So the bone matrices are well-defined.a_indices
to typevec4
(ie, float). The model renders, but is mangled (it looks like it could be over-transformed - legs are crossed as opposed to being moved in slightly).boneIndices.set(5,10,15,20);
on the C++ side the output matches theb_indices = ivec4(5,10,15,20);
glPosition = mvp*a_position)
I get the desired output (so the bone transforms are known to be well-defined).Questions:
uint8
to define bone indices. Am I doing this correctly?Beta Was this translation helpful? Give feedback.
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