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Complex skinned mesh generate a crash #66
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ghost
assigned DavidWyand-GG
Oct 4, 2012
We have this one in the CE. The suggested fix hasn't caused any known issues. |
DavidWyand-GG
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Oct 4, 2012
Fix for Issue #66 for Skinned mesh crash
Fix checked into development branch. |
Original notes from Chris: FIX - Prevent crash when loading a DTS skinned mesh with more than maxBonePerVert weights per vertex. Instead, issue a console warning and ignore all but the maxBonePerVert largest influences (THREED-3168). |
Bloodknight
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Sep 29, 2019
from user Ewyncat: more matrices for postfx
lukaspj
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from user Ewyncat: more matrices for postfx
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http://www.garagegames.com/community/forums/viewthread/127435
Originally THREED-3168
Build: 1.1 Final
Platform: Any
Target: TS System
Issues: As title
Steps to Repeat:
Suggested Fix:
Increase the default number of the bones that can influence one vertex in the tsSkin
Around the line 392 of the ts/tsMesh.h:
view plainprint?
class TSSkinMesh : public TSMesh
{
public:
struct BatchData
{
enum Constants
{ // Increase the BonesPerVert value for complex skinned mesh -> //maxBonePerVert = 16, // Abitrarily chosen maxBonePerVert = 128, // <- THE NEW VALUE // <- Increase the BonesPerVert number for complex skinned mesh }
;
...
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