Author Topic: Manually rotate joints using quaternion input  (Read 3532 times)

Offline raft

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Re: Manually rotate joints using quaternion input
« Reply #15 on: December 13, 2013, 09:08:20 am »
you cannot have multi textures on a single Animated3D, unless of course you know id's of polygons which belong to a specific texture and set them manually.

but you can export your model from MakeHuman (if it supports that) as seperate objects each with a different texture. ie: the body is a different object, the skirt is another, boots are another so on. bones can load such group of objects, just like the one in ninja demo.

for multi-threaded sw renderer, there is nothing special in enabling it. just set in the beginning of your program:
Code: [Select]
Config.useMultipleThreads=true;
Config.maxNumberOfCores=Runtime.getRuntime().availableProcessors();

if required you can also run bones' animation code multi-threaded, but remember bones is not thread safe. I believe syncronizing on SkeletonPose is enough for multi-threading.