I don't want to use gamekit with OGRE 1.8 rendering engine - need something lighter. Don't see this as "reinventing the wheel" - though there is nothing wrong with "reinventing the wheel" when it is fun, when you enjoy doing it. Hunter S. Thomson typed copies of Hemingway's books - he enjoyed doing it and he knew why he was doing it. I believe he wasn't having a feeling he would live for 1000 years - so, why not waste a bit of time... IMHO, doing this is the best/fastest way for me to learn and it is fun. Guess one could say that I could also type copy of Hunter S. Thomson articles, before continuing, to make this blog more fun to read.
Anyway, I think this is just what I need - gamekit's AnimKit. Briefly checked the code and run it on my desktop: it supports vertex (pose and morph) and skeleton animations, animation blending... inverse kinematics in the roadmap. Grepped for MATRIX_PALETTE - seems to have software (on CPU) animation implemented only. There is nice demo application AppAnimKitGL which looks quite promising. It is dependent on libGLU, libGLEW and libGLUT, and with fixed rendering pipeline. So, there is some effort needed to port it to iPhone and N9 - but I did this work in previous posts/examples so it should go faster now. Let's see. Plan to first focus on opengles 2.0.
Had some time during the weekend to check this. Here is how it looks on Nokia N9 running next to the AnimKit demo on Ubuntu:
Code is available here: https://github.com/astojilj/astojilj_animkit/commit/df571339ab55d74681badf8c88cc468cedb3d372
To run it on Nokia N9, open Samples/AnimKitGL/AppAnimKitGl.pro with QtCreator and just build&deploy. If you intend to run original demo on desktop, note that you'll need to have Blu.blend in current directory.
Next thing I plan to do is add (copy from previous project) iPhone/iPad project support files.
Note that the fragment shader is different from N9 version - uncommented the code that is darkening the borders and doing the phong (giving the cartoon shading look).
Started from XCode, File->New Project->OpenGL ES Application (iPhone). After this, added all the sources to the project, replaced all "in project" project includes using <> with "" (e.g. #include "Mathematics.h") and added OPENGL_ES_2_0 to Preprocessor Macros item in Target Info dialog. Added also code to printout frames per second info.
This made the things compile, but when run I couldn't see anything rendered. Both use the same memory layout (little endian) so that wasn't a problem. Turned out that with 15000+ indices using glDrawElements with GL_UNSIGNED_INT indices doesn't work. GL_UNSIGNED_SHORT does.
Put a quick fix in the code with following comment:
This got the scene rendered, and only thing left to do was to add depth buffer support (as default XCode SDK skeleton code doesn't have it on).
Code for the example running on iPhone (note that I was using iOS SDK 4.1 - yep, plan to update soon...) https://github.com/astojilj/astojilj_animkit/commit/5c11f660281bb8c8a6b5e3bba93938f703b6307c. Few fixes added later here: https://github.com/astojilj/astojilj_animkit/commit/03545c7d1ea753c078aab4d441d4f12d91d462b8
Plan to merge it to master after verifying changes don't break anything on N9.
Next thing to try is scene with multiple actors with animated skeleton (I think I'll do cartoon animals) hardware (on GPU) matrix palette skeleton animation.