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GLSL skinning

Started by dpadam450 Apr 2, 2009 at 1:28 PM 1 replies 600+ views
Original Post
dpadam450
dpadam450
I guess I could try different methods and test them, but: 4 weights per bone max, so 4 indices. Say a bone has only 1 weight. Do I: 1.) for loop 4 times anyway, and just make the other 3 indices to the 1 bone actually being used being used for this vertex. 2.) Send in a variable (if even possible), and this bone has an attribute of "1 weight", so it will only loop once. Also, I assume that everyone is calculating bone matrices on the cpu, otherwise for each vertex you would have to re-concatenate a bone matrix (with its parent bones).
NBA2K, Madden, Maneater, Killing Floor, Sims 
zedz
zedz
Ild do them on the cpu + save yourself the heartache
For a laugh I added 100 skinned fatty (from doom3) to my game the other day and was able to achieve 60fps, fatty has ~100 bones
dpadam450
dpadam450
Quote:
Ild do them on the cpu + save yourself the heartache


You mean the bones, or the actual skinning vertices on cpu? Because doing skinning on the cpu wont work for a large-scale game.
NBA2K, Madden, Maneater, Killing Floor, Sims 

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