Thanks for the help! It was indeed the depth buffer clear set to 0.. Thank you so much, you just released me from a day of pain looking for this problem!
thanks hodgman for the info.
I thought it would be something with soft bodies but have no idea on how to simulate hard surfaces as iron walls.
did some tests with verlet integration and high iterations but didnt get even close also because the relax state of a surface, that in the iron case needs to change as it gets hits and more hits.
i'll see if i can find any info that can help me on dmm page.
thanks again, if you have any other relevant info please let me know
Hey MJP,
The hardware is dx10+. currently I'm sending 2 vec4 along with the vertex layout, e.g. TEXTURE2, TEXTURE3 that gives me 8 bones influences plus 2 others for indices.
Would there be a better way to do this? in a way i could save the 4 texture units?
Hey Wayoff,
After posting it came to mind that i could send another pack of 4 components. I will give this a try and see how this works out!
thanks for the reply!