Game Development Community

Finer level of control of IFL animations

by Alex Baaklini · in Torque Game Engine · 06/09/2003 (7:24 am) · 0 replies

Hi all,

What I'm working on requires TSMesh to be fully aware of the current IFL Frame of the object. I couldn't seem to find that info in TSMesh (maybe I missed something).

So I was thinking of passing the IFL frame into TSMesh's render function from TSShapeInstance's render function. The problem is, when the IFL frame is anything but 0,

if ((!supportBuffers) ||( !renderMeshesX(ss,od)))
{
...
for (i=start; i mMeshObjects[i].render(od,mMaterialList, IFLFrame);
}

in TSShapeInstance::render(...) fails.

I'm going to try and figure out what this means, but if anyone can offer me advice, it would be much appreciated.

Thanks