void Model::setup() { nInstance = 500; for (int i = 0; i < nInstance; i++) { InstanceData id; id.setup(i); instanceDatas.push_back(id); } shader.load("shader/astroBoy"); loader.loadModel("model/astroBoy_walk.dae", true); loader.setPosition(0, 0, 0); loader.setScale(0.5, 0.5, 0.5); loader.setRotation(0, 180, 1, 0, 0); ofLoadImage(diffuseTex, "model/texss/red.tga"); modelMatrix = loader.getModelMatrix(); genMeshPieces(); bindBoneIDAndWeightToAttribute(); populateEveryAnimationMatrix(); modelTransTexture.allocate(nInstance * 4, 1, GL_RGBA32F, GL_RGBA, GL_FLOAT); }
void Model::setup() { nInstance = 1; for (int i = 0; i < nInstance; i++) { animPcts.push_back(ofRandom(1.0)); } shader.load("shader/modelShader"); loader.loadModel("model/astroBoy_walk.dae", true); loader.setPosition(0, 0, 0); loader.setScale(0.5, 0.5, 0.5); loader.setRotation(0, 180, 1, 0, 0); ofLoadImage(diffuseTex, "model/boy_10.tga"); modelMatrix = loader.getModelMatrix(); genMeshPieces(); bindBoneIDAndWeightToAttribute(); populateEveryAnimationMatrix(); modelTransTexture.allocate(nInstance * 4, 1, GL_RGBA32F, GL_RGBA, GL_FLOAT); }