Sign in to follow this  

UpdateFrames called from OnFrameRender

This topic is 4299 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

As I understood, OnFrameRender should be used to draw models on the screen OnFrameMove should be used to calculate model position DirectX Sample 'MultiAnimation' calls UpdateFrames in OnFrameRender function, then draws the model right after it... it works lousy in my program, which use to call UpdateFrames in OnFrameMove. Anyone has any opinnion on this?

Share this post


Link to post
Share on other sites
if we want to use 50 instances of the same model in game...
Tiny is loaded from X file to memory only once, then all animation instances work on the same hierachy? one structure modified 50 times and rendered in 50 diferent positions?
can we copy those meshes in memory , or there is no need for that?

Share this post


Link to post
Share on other sites
Ok,
the problem was calling UpdateFrameMatrices from FrameRender
and calling AnimationController->AdvanceTime from FrameMove

that caused major animation problems, models acting 'weird' randomly, flickering and such.

Solution is to call both UpdateFrame & AdvanceTime from the same function, weather it's Render sequence, or Move calculations.

Thanks for replies!

Share this post


Link to post
Share on other sites

This topic is 4299 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.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this