Problems with hardware shading

Glew

04-11-2006 18:48:50

I'm working with a character that renders in ogre fine when using software shading, but is distorted when using hardware shaders. I create the mesh and material using 3ds Max 9. I export the character using 3dsmax exporter ias opposed to oFusion. The character is attached to a biped using the skin modifier. Are there limits within ogre I might be unaware of? Is there a bone limit? Am I unable to use vertex weighting? We have 1,2, and 4 weight hardware shaders, but they all produce an erroneous result. Some polygons are stretched across the entire scene like they are being pulled by something else. I've checked over my model literally dozens of times for hidden vertexes, polygons, ect, but this problem is beyond my understanding. If it were a mesh problem I'd think it'd cause problems even with software shading. Should I use oFusion? I see no advantage in doing so but, I need to get past this problem. Please help I've wasted nearly a week on this problem trying to solve it myself and I need to move foward.

Lioric

09-11-2006 01:13:13

We can provide support of issues related to oFusion only

Probably you can find help for using other tools in the main Ogre forum