Original Post
ok,i'll go right to the point. I've created a class for loading and managing md5 meshes, and another one that manages single objects in my engine.Basically,this last class handles the world matrix for that object, has a pointer to the mesh and other cool stuff. The problem is that some objects share the same mesh, and it could be animated, so when i render everything i get a real boring flickering problem. This is what i do every frame: the update_animation function updates the current animation according to the current time and the current frame (that is internally stored in the object class). Another problem is that all the objects show the same animation at the same frame in spite of (for example) one should be walking and another should be simply standing... [Edited by - b3rs3rk on August 27, 2006 3:06:14 PM]
clear the target and set the camera
for every object
object.update_animation(time);
pDevice->SetTransform(D3DTS_WORLD , &object.MatWorld);
object.mesh->render();