16 years, 1 month ago
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Community contributions featuredAre you using the FBX SDK to import the FBX? If so, you need to loop through every meshes skin deformers and any such deformers clusters. Each cluster is linked to a node and ha…
16 years, 1 month ago
16 years, 1 month ago
I've been playing around with glsl shadow mapping lately and found something that seems a bit odd to me. Problem is the part, where the texture coordinates for the shadow map lo…
16 years, 11 months ago
Like the documentation sais: the returned vector contains the light coefficients (intensities) for ambient, diffuse and specular lighting. So, you just multiply your respective…
16 years, 1 month ago
16 years, 1 month ago
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See all in DiscussionsAre you using the FBX SDK to import the FBX? If so, you need to loop through every meshes skin …
16 years, 1 month ago
Like the documentation sais: the returned vector contains the light coefficients (intensities) for ambient, diffuse and specular lighting. So, you …
16 years, 1 month ago
You can provide a custom compare function/functor to an std::map or use the default and implement the "less than" operator …
16 years, 1 month ago