Converting manual object to mesh, losing vertex colour?
Posted: Fri Nov 23, 2012 2:02 pm
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...
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.
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();
I don't know why is this happening. Any idea?
Anyway everything works fine. Bones are bind.