Page 1 of 1

Converting manual object to mesh, losing vertex colour?

Posted: Fri Nov 23, 2012 2:02 pm
by PJani
Hey. I have one problem.

I am building player mesh procedurally using manual object. When i finish building player manual object i convert it to mesh.
Binding of skeleton/bone to mesh looks like this...

Code: Select all

	Ogre::MeshPtr mp = mo->convertToMesh(skeleton->getName());
	
	mp->_notifySkeleton(visual_skelet);
	mp->setSkeletonName(visual_skelet->getName());

	Ogre::SubMesh* submesh = mp->getSubMesh(0);

	for(int i=0;i<assigments.size();i++)
	{
		submesh->addBoneAssignment(assigments[i]);
	}
	submesh->_compileBoneAssignments();
For some reason i get in my vertex shader float4(0,0,0,0) via COLOR0.

I don't know why is this happening. Any idea?

Anyway everything works fine. Bones are bind.