More animation progress
This included a lot of research and trial and error. How well this is going is best illustrated by the following screenshot:
Ramblings about hobbyist game development
More animation progress
This included a lot of research and trial and error. How well this is going is best illustrated by the following screenshot:
Add missing file
My bad!
More animiation WiP, almost draw an animation state properly
As it turned out, this may have been a little too optimistic of a message. It does look better though:
make blend indices and weights available in the model vertex shader
This brings the animation data to the renderer for the first time. Let’s just say there is some room for improvement:
Further flesh out the model/animation loading
This adds the Transformation class which is mostly a wrapper around GLM operations at this point.
First iteration of the animation loading/parsing, WiP
This also loads the bone and and frame data, as well as the first iteration of generating transformation matrices out of them.
Please note that none of that data is currently being used by the renderer yet.
Make the model loader work with models that contain animations (WiP). Remove redundant code.
This simply loads some of the animation data (e.g. blend weights), but does not do anything with it yet.
Replace wavefront models (obj) with IQM ones
Re-export all the existing models in the new format.
Add support for the IQM model format (WiP)
This is the beginning of the long journey to get animations going, which the model format used so far does not support at all. Say hello to IQM, the Inter Quake Model Format.
Before animations will work though, make sure to support rendering the models in their static/default state, which is exactly what this commit does.
Check out what it looked like right before, when it was almost working:
Add bed object (without functionality yet)
Comes as advertised, it does not do anything yet, but it looks nice: