glm issue
liquidzym opened this issue · 4 comments
Hi @liquidzym,
All of the vertex's locations are calculated based on their corresponding bone's location and rotation. I haven't worked with glm yet. Going to list my thought process below:
The calculation of the mesh starts in this function:
https://github.com/NickHardeman/ofxFBX/blob/master/src/ofxFBXMesh.cpp#L339
That function calls https://github.com/NickHardeman/ofxFBX/blob/master/src/ofxFBXMesh.cpp#L642
Depending on the blend type of the bones, it will call either
https://github.com/NickHardeman/ofxFBX/blob/master/src/ofxFBXMesh.cpp#L712
or also
https://github.com/NickHardeman/ofxFBX/blob/master/src/ofxFBXMesh.cpp#L830
and those should call
https://github.com/NickHardeman/ofxFBX/blob/master/src/ofxFBXMesh.cpp#L953
The pre and post transports should be already calculated on the bone, so this is where the matrix is calculated:
https://github.com/NickHardeman/ofxFBX/blob/master/src/ofxFBXMesh.cpp#L979-L986
But those are all FBX matrices, which shouldn't be affected by the change to glm.
So, this function is probably affected by the glm switch:
https://github.com/NickHardeman/ofxFBX/blob/master/src/ofxFBXBone.cpp#L73-L88
and the same goes for the lateUpdate function.
Most of the bone class deals with converting the fbxTransforms to ofMatrix4x4, so the problem is probably tied to that class.
Hope this helps.
Nick
Also, I updated the new master to be the latest branch. Is that the version you are using?
yes,i'm using the latest your master branch,ok i'll look into it,cheers
I updated the add-on to work with glm and the newer version of OF, so closing this issue.