Author Topic: skeleton control  (Read 2730 times)

Offline urd

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skeleton control
« on: June 29, 2003, 04:26:06 pm »
hi EgonOlsen, :)  in these days i am study some about skeleton.
i have question that if u will add skeleton control methods to Object3D?
or if i  want to write methos for Object3D,how to write lwjgl call into Object3D?

Offline EgonOlsen

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skeleton control
« Reply #1 on: June 30, 2003, 01:23:22 am »
I guess you are talking about skeletal animation like Half-Life uses it (just to name one)? I'm not too sure that this will make its way into jPCT in the near future...I know that it would be a nice to have feature though. Please don't count on it...but then again, i once said the same about OpenGL and MD2 support.. :) I know that this isn't a very satisfying answer, but it's all i can say about this topic ATM.
I don't quite understand the second question...why do you want to call LWJGL directly?
To explain how jPCT makes use of LWJGL: The one and only class that knows something about LWJGL is the GLRenderer (as an implementation of the IRenderer-interface). No other class know a single bit about LWJGL (or any other renderer implementation).