[DiscordArchive] that's what we were saying though ?
[DiscordArchive] that's what we were saying though ?
Archived author: Deamon • Posted: 2023-02-08T20:43:19.995000+00:00
Original source
It's pretty modern and require special approach for rendering. To use it in old engine, it would require pretty big revision of rendering pipeline and abstractions
Archived author: Deamon • Posted: 2023-02-08T20:44:22.776000+00:00
Original source
Basically, geosets are
https://wowdev.wiki/M2/.skin#Submeshes
defined by skinSectionId (aka meshId)
[Embed: .skin]
https://wowdev.wiki/M2/.skin
Archived author: Etox • Posted: 2023-02-08T20:46:18.213000+00:00
Original source
Does anyone have a charactercreate.xml that has all the race buttons included that they want to share? ^^
Archived author: Deamon • Posted: 2023-02-08T20:46:49.119000+00:00
Original source
Not really. It's just a mesh. When you disable\enable geoset you just need to enable\disable rendering of certain mesh. Current state of particles, animation matrices(bones), etc can remain the same
Archived author: Titi • Posted: 2023-02-08T20:46:58.493000+00:00
Original source
https://github.com/T1ti/WoWDatabaseEdito...er.cs#L277 here's my implementation of M2 creatures loading and rendering
Archived author: Titi • Posted: 2023-02-08T20:50:12.709000+00:00
Original source
rendering is at L487, above is setting setting active parts and attachments
Archived author: Deamon • Posted: 2023-02-08T20:51:30.739000+00:00
Original source
Aha, I see...
Archived author: Deamon • Posted: 2023-02-08T20:52:33.986000+00:00
Original source
Dont want to brag or be pedantic, but that's just wrong abstraction
Archived author: Titi • Posted: 2023-02-08T20:52:54.993000+00:00
Original source
abstraction of what ?
Archived author: Titi • Posted: 2023-02-08T20:53:35.070000+00:00
Original source
I didn't make the engine, all I did was setting active batches and textures