Hi !
Featured games (91)
games approved by the League of Dukes
Games in Showcase (757)
Games in Android Showcase (229)
games submitted by our members
Games in WIP (844)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  3D modeling / animation / rendering  (Read 1636 times)
0 Members and 1 Guest are viewing this topic.
Offline DarkDerivative

Junior Newbie

« Posted 2007-08-17 06:22:37 »

I didn't know whether to post this on jogl or this newb area.

I'm using jogl / openGL to render 3D objects.  I'm to the point of wanting to render objects
which have movable parts animated in a game.  For example, a human arm that can bend.

In OpenGL I'm using drawlists.  And I understand with movable parts, I'll likely need
to split the object into vertex groups connected to virtual bones which control orientation
of the groups of polygon mesh.

However, if I try to assign a drawlist to each group, the different polygon mesh groups do not
connect.  The connecting faces between groups do not completely exist in either matrix arrangement
for either group.

So for example, if I have one drawlist which is a hand, and one which is an arm, and thus
a different matrix for each drawlist.  How do I draw the connecting faces which contain points
from both groups?

I can think of a couple different ways... calculating the points outside drawlists...  having
overlapping polygons, but neither of these seem very good ideas.

Thanks for any references.

Offline lhkbob

JGO Knight

Medals: 32

« Reply #1 - Posted 2007-08-21 16:51:54 »

Look into using skeletal animation.  You have a bone weight associated with each vertex and then the final vertex position is calculated based off of the bone transform.  This can be accomplished in a shader.  I know this scheme works with vertex buffer objects and I'm fairly certain that it would also work with display lists (you'd just need to specify weights in the display list as well as other more standard mesh information).  Then each time you want to render the mesh, just set the bone transform variables in the shader to the ones for the current mesh, and then call the display list.

Offline DarkDerivative

Junior Newbie

« Reply #2 - Posted 2007-08-23 06:14:26 »

Thank you.

This game programming hobby is never boring.

This should keep me off the virtual streets for a while...

Pages: [1]
  ignore  |  Print  

EgonOlsen (44 views)
2018-06-10 19:43:48

EgonOlsen (24 views)
2018-06-10 19:43:44

EgonOlsen (46 views)
2018-06-10 19:43:20

DesertCoockie (201 views)
2018-05-13 18:23:11

nelsongames (126 views)
2018-04-24 18:15:36

nelsongames (125 views)
2018-04-24 18:14:32

ivj94 (866 views)
2018-03-24 14:47:39

ivj94 (127 views)
2018-03-24 14:46:31

ivj94 (770 views)
2018-03-24 14:43:53

Solater (142 views)
2018-03-17 05:04:08
Java Gaming Resources
by philfrei
2017-12-05 19:38:37

Java Gaming Resources
by philfrei
2017-12-05 19:37:39

Java Gaming Resources
by philfrei
2017-12-05 19:36:10

Java Gaming Resources
by philfrei
2017-12-05 19:33:10

List of Learning Resources
by elect
2017-03-13 14:05:44

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
by philfrei
2017-03-02 08:44:05 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!