Jump to content
  • Advertisement
Sign in to follow this  
Squishymonster

defining vertex normals on skinned models

This topic is 4868 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I recently implemented a skeletal animation system with weighted vertex mesh deformation. During the process I realized that the dynamic properties of the mesh would make dealing with surface and vertex normals time consuming. Basically when the models were static, I could load the mesh and define the surface and vertex normals once, but now, the mesh is basically rebuilt each frame and is unique each frame. What is the standard method for dealing with this problem? normal maps are not an option for the system I am building.

Share this post


Link to post
Share on other sites
Advertisement
Take a look at this thread. It is on MD5 model. You will be interested of 4 and 5 page of this thread.

http://www.doom3world.org/phpbb2/viewtopic.php?t=2884&postdays=0&postorder=asc&start=0

So all you have to do is precompute normals (I do it for tangent too), and then evaluate it the same way you do with vertices.


Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!