Let's say you had a game with animals, but, it turns out for some reason your mouse model is much bigger than you elephant model What's the best way to fix this?
And, ugm, both my methods require quite some tweaking.. isn't there a way to do it automatically?
Scaling each model in your code would be a pain. Doing it at run time in the game seems like too much of a dirty fix. I suggest you change it in the modeler.
:wumpus: wrote:Let's say you had a game with animals, but, it turns out for some reason your mouse model is much bigger than you elephant model What's the best way to fix this?
And, ugm, both my methods require quite some tweaking.. isn't there a way to do it automatically?
The blender exporter has a scale button for this type of work , but it should also be possible to assign a bone to the model and scale the bone.
Scaling is done in hardware so actually it's no real overhead for Ogre to do it for you in realtime. However, if you use dynamic lighting, scaling affects the normals too, which can make lighting look overly bright or overly dark. You can fix this by telling the entity to normalise it's normals automatically, but this does have an extra overhead, therefore the best way to resolve this for lit meshes is to rescale in the modeller.