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
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
}
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