Hello! I’ve got a case I am trying to fulfill:
- Scene has entities that are mesh instances and use a VAT manager. The skeleton still exists for reference. They are animating completely through VAT.
- These entities may be holding a weapon in their hand - these are also mesh instances and was able to piggy back off the original VAT manager since mesh supports that at a high level, and by modifying the vertex buffers for MatricesIndices and MatricesWeights depending on where the weapon is placed. So I can rig an additional mesh onto an existing skeleton bone through VAT.
- Now I want to be able to create particles emitting from a certain place (bone as a reference point) on the entity.
I’m to the point where I provide the vertex shader and things are more or less rendering correctly, but once I try to use my finalWorld
values in gl_Position, nothing appears i.e. bad vertex positions. I’m in the deep end here and would ask some sage advice if I am on the right track, possibly missing some setup, or should try something totally different?
Here is a gist with the setup. Unfortunately a pretty complex setup and not sure if I can create a PG, but if needed I can give that a shot as well.