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One issue with the face control is our embedded OpenGL renderer. It doesn't support deformable meshes, and we don't have the time to write it from scratch. So we're looking to replace this code with an Ogre3D renderer. This would give us a better testing and visualization framework built into SBM. Part of this process includes pushing more of the render loop into the controller tree evaluation via "output controllers". An output controller treats the channel data as read only, copying it to a location or data structure outside the controller tree. Right now, we copy the channel data to the SkSkeleton and SrSceneGraph, as well as to the BoneBus. Each of these could be encapsulated into an output controller. Thus, we can easily enable any mix of outputs by adding the right controllers to the end of controller tree (probably in their own MeCtScheduler2 SbmPawn::output_sched group). I'd love to hear if anyone has hooked up SmartBody to other renderers than OgreTest and PandaBMLR. At USC, we have our old Unreal 2.5 solution and an up coming GameBryo solution. Anm |
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