Holance
Holance
You don't need to flatten the mesh nodes. Just do something like this: ``` var t0 = Matrix.Translation(0, 0, 0); var t1 = Matrix.Translation(30, 0, 0); var instances = new...
What if you remove the scaling?
There is a bug in shader code which multiplies the instance matrix before world matrix. Need to reverse the order. Will fix it later.
Please try with the nightly build.
https://ci.appveyor.com/project/holance/helix-toolkit-qqf1e/build/artifacts You upgraded to the v3 version, that's why it breaks everything.
2.26.0-develop2-archived.0001 is the version. Or simply download the packages from the link and create a local nuget repo.
Could you provide the model so we can test with it?
I think the issue is when helixtoolkit loads external texture, it checks if the texture file already exists in cache, so it avoid duplicating loading. However, loading embedded texture doesn't...
With animation, it will be more complicated, since some of the animation is node based, which means when you clone the mesh node, you also need to clone the animation...
I am not able to reproduce the issue, which version of the helixtoolkit are you using? If possible, submit a sample project so I can reproduce the issue.