-During the creation of the first batch, create 1 skeleton instance per InstancedObject.
so Each InstancedObject has 1 skeleton Instance, 1 mBoneMatrices Matrix 4 array, containing the positions of the bones in the local space, 1mWorldBoneMatrices, containing the same thing but in world space(to send it to the vertex shader), and one animation state.
-After that, provide an acess method to the animation state to do the right things.
-In private method, basically a "simple" method retrieving the bone position according to the animation state:
Code: Select all
(maybe I'm totally wrong with the meaning of this code, extract form OgreEntity, but it seems to be the good one)
This will be an "updateAnimation" method called in the _updateRenderQueue() method.
If I'm not wrong, stencils need to be software animated. But this is not possible to do with instancing.
Same thing with the vertex animation. Hardly possible to do I think.
So: questions? remarks?