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HLSL array arguments

Started by caiocsabino Jun 15, 2009 at 6:42 AM 0 replies 1.6k views
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caiocsabino
caiocsabino
Hi, I am trying to implement a simple skinned mesh of my own, I actually managed to get it working with several .X files, but I was frustrated when I couldn't get the animations to be properly exported in Blender (yes, I know there several other better modelling tools but I am stuck with it, and moving to 3DS and exporting with Panda is not an option), so I am writing my own exporter for it. For the X files meshes, the vertex blending was done in the vertex shader and here are the parameters for it OutputVS vertexShader(float3 position : POSITION0, float3 normal : NORMAL0, float2 uv : TEXCOORD0, float weight0 : BLENDWEIGHT0, int4 boneIndex : BLENDINDICES0) in my understanding, the last parameter receives up to 4 ints indicating the bone's indices. But I don't know how to attach such type to my vertex declaration, it looks like when you use the DX helper functions for loading the skinned meshes, they set them all up for you, and they work fine. So, how should my vertex declaration be in order that I can fill the vertices with blending indices and having the vertex shader receiveing them? I am using DirectX9. Thanks!

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