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Petar Titelski

UpdateFrames called from OnFrameRender

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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?

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It shouldn't matter, providing that the movement is calculate before the rendering. There will prolly be another problem somewhere else.

Dave

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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?

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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!

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