While shuffling through the API/Manual trying to find out how to create a shared vertex buffer, I saw this:
VertexData* Ogre::Mesh::sharedVertexData
Shared vertex data.
Remarks:
This vertex data can be shared among multiple submeshes. SubMeshes may not have their own VertexData, they may share this one.
The use of shared or non-shared buffers is determined when model data is converted to the OGRE .mesh format.
Definition at line 223 of file OgreMesh.h.
That last line about determining shared/non-shared data at convesion - what is that about?
From what I've gathered I have to:
1.) Create a new vertex buffer
2.) Iterate through the sub-meshes of the armor and add their vertex data to the new vertex buffer
3.) Somehow pass the new vertex buffer in place of the original, multi-mesh armor.
Again, the need is that my .mesh file will have body/armor parts all attached to one skeleton (various heads, arms, legs, torsos, etc) OR I could have a file for each suit of armor and body just saved with the same skeleton and then interchange parts when you equip the item (thus replacing whatever you had before.) I assume if I were to use the second method I would just load each piece of the body I need and add it to a SceneNode and just set the animation?
I'm clearly not used to all of these concepts, but I'm trying to gather information and try it out - I'm just struggling to find the right functions and methods to use here. Anything anyone can input (even small snippets of code giving me an idea of what calls need to be made) would be very helpful.