Hi,
I created a Max scene with severals meshes
One of them is skinned.
I export the scene in a unique POD ( with skin settings )
I am using a shader adapted for skinning (like skinning sample).
In the c++ part, i have two method to draw the mesh :
1) a skinned drawmesh ( from skinning sample)
2) a standard rendering ( from POD basic sample)
and i switch beetween meshdraw method in function of batch number in the mesh's node.
The result is strange :
there is only skinned mesh at screen. ( with background clear color )
- If i delete the skinned mesh from the scene, the same code produce a correct rendering for standard objects
I test several things. and it seems that as soon as , i draw skinned mesh ( only one time ) , the futurs rendering will not contains the standards meshes.
Is there somebody have an idea ?
Regards
The rendering result is
1) a skinned drawmesh ( from skinning sample)
2) a standard rendering ( from POD basic sample)
and i switch beetween meshdraw method in function of batch number in the mesh's node.
The result is strange :
there is only skinned mesh at screen. ( with background clear color )
- If i delete the skinned mesh from the scene, the same code produce a correct rendering for standard objects
I test several things. and it seems that as soon as , i draw skinned mesh ( only one time ) , the futurs rendering will not contains the standards meshes.
Is there somebody have an idea ?
Regards
The rendering result is