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Posted 13 October 2012 - 04:10 PM
Posted 13 October 2012 - 06:09 PM
Edited by mhagain, 13 October 2012 - 06:09 PM.
It appears that the gentleman thought C++ was extremely difficult and he was overjoyed that the machine was absorbing it; he understood that good C++ is difficult but the best C++ is well-nigh unintelligible.
Posted 18 October 2012 - 05:46 AM
Posted 18 October 2012 - 06:55 AM
Multiple sub-meshes can all share the same vertex buffer.
using a single vertex buffer is the easier way
There's lots of ways you could go about this. You could split the mesh into many draw-calls, and only submit the draw-calls for the sections you want. You could create many different sets of indicies (in one index buffer, or in multiple buffers) -- e.g. one for whole mesh, one missing A, one missing B, one missing A+B, etc -- and then use a single draw call with the appropriate set of indices. You could have your artist create a 2nd tex-coord set, where the u coordinate is an integer representing the "sub mesh" ID, and then in the vertex shader, if this number matches a "missing" mesh you can multiply the position by zero to make it disappear.
with splitting the mesh into subsets,you can have for instance a character getting his limbs blown off,but
Posted 18 October 2012 - 09:06 AM
multiply the position by zero to make it disappear.
Posted 18 October 2012 - 07:19 PM
Edited by Hodgman, 18 October 2012 - 07:23 PM.
Posted 20 October 2012 - 09:14 AM
Edited by mrheisenberg, 20 October 2012 - 12:44 PM.
Posted 25 October 2012 - 04:13 PM
What Valve did was to render a separate bloody-mess mesh around the wound. So you could have bones poking out etc
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