What steps will reproduce the problem?
1. replace logo_text.blend in GuiDemo with attached file
2. run app
3. crash
This is caused by the fact that the multiple material causes the mesh to be
broken down into multiple submeshes and Ogre assumes that each submesh for
meshes with skeletons should have Vertex Elements of VES_BLEND_INDICES and
VES_BLEND_WEIGHTS (see OgreMesh.cpp line 1625).
However the submesh for the secondary material ends up not having those vertex
elements because they are initialized/added to the submesh only when calling
submesh->addBoneAssignment(vba) which gamekit only calls for submeshes that are
in specific vertex groups named the same as a bone in the armature of the main
mesh (see gkOgreMeshLoader.cpp line 248 and below).
The "fix" is to add vertex groups and bones with the same name for each submesh
using a different material. I'm not sure what the best way to properly fix this
would be, I'm thinking Ogre should skip trying to perform animation blending on
submeshes not having a BoneAssignment.
Original issue reported on code.google.com by vek...@gmail.com on 30 Dec 2012 at 11:34
Original issue reported on code.google.com by
vek...@gmail.com
on 30 Dec 2012 at 11:34Attachments: