ModelInstance::render poses its model (updateCalSkeleton) before drawing it; the adapter redirects that one call (after checking it) to ours, which between ticks moves each playing animation that went on a frame at the last tick ahead by the fraction of a frame since, has IMVU's code pose the skeleton (Cal3D poses between keyframes), and puts the animations back, marking the skeleton to be posed again. Held, looping and starting animations are posed as they are. The frame lengths come from zero.dll's millisecondsPerFrame and secondsPerFrame. Co-Authored-By: Claude Opus 5.5 <[email protected]>
t5de-renderer
A new 3D renderer for the IMVU Classic client. Part of T5DE; unofficial, not affiliated with IMVU.
Two programs (docs/architecture.md): an adapter, t5deRenderEngine.dll, which IMVU Classic loads as a renderer
plugin, and a 64-bit renderer process, t5de-renderer.exe, which draws with
Diligent Engine. For now the client's own Direct3D renderer still
draws the scene, and the renderer process proves the setup by drawing a small box over it. docs/interface.md has
what we know of IMVU's renderer interface.
Building
Needs Visual Studio Build Tools 2026 (the C++ workload) and CMake 3.28 or newer. One preset per program:
cmake --workflow --preset adapter # build/windows-x86/adapter/Release/t5deRenderEngine.dll, and the tests
cmake --workflow --preset renderer # build/windows-x64/renderer/Release/t5de-renderer.exe
The renderer's first configure fetches Diligent Engine (pinned in renderer/CMakeLists.txt) and builds it, which
takes a while.
Trying it
Copy both programs into a T5DE client folder built with the t5de-renderer patch, which has the OpenGL setting load
the adapter in place of glRenderEngine.dll, then choose OpenGL in Settings > Advanced. The adapter's log is
%TEMP%\t5de-renderer.log.