shteeve Posted October 31, 2014 Share Posted October 31, 2014 Hey all, I've just discovered the amazing world of fragment and vertex shaders! But I'm finding that when a custom shader is assigned to a mesh deformed by a skeleton, the mesh snaps back to its undeformed state. I'm assuming this is because the "position" and "normal" attributes passed to the custom shader are pre-deformation. is that a correct assessment? is there any way around this? (Like perhaps some sort of "deformed_position" attribute instead of "position") Thanks! Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted November 3, 2014 Share Posted November 3, 2014 That's correct. The problem is that you will have to handle the deformation by yourself. You can see what I do for default.vertex.fx:https://github.com/BabylonJS/Babylon.js/blob/master/Babylon/Shaders/default.vertex.fx Quote Link to comment Share on other sites More sharing options...
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