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  1. Dec 11, 2013
  2. Dec 09, 2013
  3. May 14, 2013
  4. May 06, 2013
  5. May 04, 2013
    • Chris Foster's avatar
      Added ExportSkinWeights to the condition for using an unrolled mesh... · 9d4f65a8
      Chris Foster authored
      Added ExportSkinWeights to the condition for using an unrolled mesh enumerator.  For some very strange reason, it appears that DirectX will only transform a skinned vertex correctly for the first face that uses it.  All others will appear at the origin.  This can be worked around by using an unrolled mesh enumerator (in other words duplicating each vertex per face that uses it).  DirectX bug?
      9d4f65a8
  6. Apr 15, 2013
  7. Apr 10, 2013
  8. Mar 17, 2013
    • Chris Foster's avatar
      - A ground-up rewrite of the DirectX .x exporter for better design and extensibility. · f3366818
      Chris Foster authored
      - Optimized vertex, normal, and skin weight export where possible.
      - Largely decoupled data gathering and data writing.  This will make it much easier to provide binary file support in the future.
      - Added animation option to export each action of each object as a separate AnimationSet and another option to export unused actions as if used by the first armature object.
      - Added vertex color export support.
      f3366818
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