Imagination PowerVR SDK Blog

skinned & non skinned mesh in same POD file


#1

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

#2
fgrgtr wrote:
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




 

Hi,

 

It sounds like a renderstate or something along those lines is getting changed in the function that draws the skinned mesh which is having an adverse effect on the rendering of non-skinned meshes. The simplest way to debug this is to comment out the draw skinned mesh function and then re-add the contents bit by bit to determine where the problem is.

 

Thanks,

 

Scott