OGRECave / ogre-next

aka ogre v2 - scene-oriented, flexible 3D C++ engine

Home Page:https://ogrecave.github.io/ogre-next/api/latest

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HLMS Unlit Datablock HLMS OgreTextureAnimationController

kariem2k opened this issue · comments

Hello

If I want to do hordes of billboards, with animated textures based on the current state of each object (sprite sheet animation). To mimic each object in the horde has different animation, I will dot he following (CPU for now):

  • I create one(or more) huge sprite sheets with all states and frames of the animation.
  • Create BillboardSet2 for each 1000 objects or so.
  • Set a different material for each of these sets
  • use different Texture Animation controller. for each of these materials.
  • Mix all of these BillboardSet2 to overlap giving the illusion they are one big group of objects.
  • Animate these texture animation controllers with SetValue(value + random offset per group), maybe it will be also easier just to copy and modify the OgreTextureAnimationController to just take animation state rectangles (from my sprite sheet packer backend) from my code instead of controlling this with SetValue.

Just was wondering if this is an a good way to do it? Or there is something better?

Thank you