Thanks kornman, those shaders should provide some good insight. Just to be sure poeple know, the shaders are written for OpenGL(?) so won't directly compile with usertool, some conversion is still necessary.
When rewriting rigged model vertex shaders i'd advise using a map that is basically a box at point 0,0,0 as thats where the verts end up (in object space) if the skinning code and/or WVP are incorrect.Originally Posted by Dwood




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