tipforeveryone
Bronze Supporter
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Motion blur glitch for animated mesh
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11-25-2024 10:38 PM |
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Esenthel
Administrator
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RE: Motion blur glitch for animated mesh
1. I've tested on all my games but it works fine.
2. What GPU do you have?
3. Make sure, all files from github got updated to your computer, and make sure you run all tasks in Engine Builder.
4. Did this always happen or only since last update?
5. Does it happen on all configurations? (multi-sampling D.samples, D.density, etc.)
6. MOTION_CAMERA - blur is expected on your gun, because it doesn't set motion for objects.
So problem is only on MOTION_CAMERA_OBJECT, maybe your skeleton animation codes are wrong.
They need to be in this order:
skel.updateBegin().clear().animate(...).updateMatrix().updateEnd();
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11-26-2024 03:39 AM |
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tipforeveryone
Bronze Supporter
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RE: Motion blur glitch for animated mesh
I put combo skel.updateBegin().clear().animate(...).updateMatrix().updateEnd(); into Game.Chr virtual void animate() then it is ok for my derived character class
but for Game.Animatable there is no animate() func, so that I put the combo into virtual update() func, and it has the same problem, what should I do with derived class from Game.Animatable ?
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11-29-2024 05:06 AM |
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Esenthel
Administrator
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RE: Motion blur glitch for animated mesh
Code:
Bool Animatable::update()
{
skel.updateBegin()
.clear()
.animate (skel_anim, Time.time())
.animateRoot(skel_anim ? skel_anim->animation() : null, Time.time())
.updateMatrix(Matrix(_matrix).scaleOrn(scale)).updateEnd();
return true;
}
this is Game.Animatable, and it already has correct code.
If you're calling this code and your own on top, then you're calling things 2 times, which will cause problems too. Make sure you call codes like this only once per frame.
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11-29-2024 06:06 AM |
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tipforeveryone
Bronze Supporter
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RE: Motion blur glitch for animated mesh
Thanks. Yes, it works now.
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12-03-2024 02:27 AM |
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