Hi,
i am having problems to run the deferred shading application using my custom model.
i provided a model with a texture and a bump image (use for normal calculation per pixel i assume ) as well
the application generate gl error at :
glVertexAttribPointer(TANGENT_ARRAY, Mesh.sTangents.n, GL_FLOAT, GL_FALSE, Mesh.sTangents.nStride, Mesh.sTangents.pData);
glEnableVertexAttribArray(aUniforms[j].nLocation);
vertext array not in correct size.
i am using the 3ds max plugin to export my model and generate the pod with tangent and binormal activated.
from the doc i can figure the vertex spliting but i dont know what value should go in there.
as well you have different type for the tangent and bi normal , is assume it s float but what will be the criteria to select other types related to the geometry of the model ?
thanks alot for your future answer,
kind regards
david
all good i ve got it working
thanks
david
Thank s alot to provide an example of this wonderfull Technic
Hi David,
Glad to hear you’ve got it working
What was the problem?
Thanks,
Joe
i have an error at the line described because setting of the model.
1/ the bump image need to be affected in my 3ds max as pvr because it will be not possible to set it , unless you do it in the code during the loadtexture
as an improvement i wish to see in the PVRSHAMAN shoud show at lease in the material hierarchy the :
diffuse attribs
specular attribs
bump attribs
2/ the format of the normal and the setting of the bitangent does matter that was my doubt, now it ’ s clear.i missed the float in the normal ,unsigned float it was.
now my sample base on your code is beautifull ,looking like i always dream about it
this sample is well coded , i mean in term of usage of PFX , it s really good,
i cant live without PFX and POD, it s crazy how it become simple to have a nice layered architecture and control the effect on your model easyyyyyyyyy…driven by gameplay…
kind regards
david