Open medvednikov opened 4 weeks ago
The example has a lot of hardwired assumptions (like a very low max number of joints in the skeleton). Just increasing the IO buffer size definitely won't be enough. It's probably better to start with one of the official ozz-animation samples and port them back to sokol.
I did increase the MAX_JOINTS
const.
It's unfortunate that it's hardwired. I'm not skilled enough in 3D dev to make it generic, and the ozz-animation renderer is ~5k lines of OpenGL.
Not entire 5k needs to be translated. As I understand, only DrawSkinnedMesh()
, LoadSkeleton()
, and LoadAnimation()
.
Trying to make the amazing ozz-skin-sapp.cc example load any .ozz file. Testing it with
ozz-animation/build/samples/skinning/sample_skinning
(.ozz files and my ozz-skin-sapp.cc are attached).First of all, it prints
So maybe the ozz-animation dependency needs to be updated?
I increased
MAX_JOINTS
to the upper limit, and the IO buffers:I got assert failures:
Was the example built just for this demo, or should it be possible to make it handle any .ozz animation?
Thanks
ozz-skin-sapp.zip