I have a character that is rigged in maya and exported to ogre. It is essentially a bunch of quads rigged to a skeleton and textured. In Maya, it looks like this:
In ogre, each quad piece (face, leg, hand, etc) is an entity. They all have a similar material applied, just with a different texture. The material scripts look something like this:
Code: Select all
material LShoulderMaterial
{
technique
{
pass
{
ambient 0 0 0 1
specular 0 0 0 1 89.6
scene_blend alpha_blend
texture_unit
{
texture L_Shoulder.png
}
}
}
}
If i turn depth checking or writing off, by doing either:
Code: Select all
entity->getSubEntity(0)->getMaterial()->setDepthWriteEnabled(false);
entity->getSubEntity(0)->getMaterial()->setDepthCheckEnabled(false);
