Helmut2 Posted June 18, 2021 Posted June 18, 2021 Hello, I want to create a ObjectDynamic which uses the deferred pass from the built in mesh base material. The vertex shader in core\shaders\mesh\common\vertex.h requires the tangent space to be encoded as quaternion. How can I produce such a quaternion? I wonder if a function exists which does this job for me, either in UUSL or inside the C#/C++ Mathlib or in Unigine Script. Many thanks Helmut
sweetluna Posted June 18, 2021 Posted June 18, 2021 Hi, you can checkout our samples for dynamic meshes at samples/objects. You can just call updateTangents() after adding vertices to the mesh. Don't forget to call updateIndices() and updateBounds(). Hope it helps! May RenderDoc/Nsight Graphics/Intel GPA bless you
Helmut2 Posted June 21, 2021 Author Posted June 21, 2021 Hello sweetluna, thank you very much, I will try that. If I'm understanding the docs correctly the normals will be autogenerated as well - which in theory could become an issue, because they are provided by the content creation tool. Anyways, the ObjectMeshDynamic is a very good point to start. Best regards Helmut
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