MangoFusion Posted February 4, 2015 Share Posted February 4, 2015 I've been working on a Hardware Skinning branch ( https://github.com/jamesu/Torque3D/tree/ts_hw_skinning_mk2 ). This implements hardware accelerated skinning via a vertex shader. Summarizing the capabilities...* Skins with 4x3 matrices allowing for around ~70 active bones in DX9* Allows for 4 or more bones per vertex (limited by how many attributes you can pack into a shader)* Up to 255 addressable bones per mesh (subject to API limits)* Can fallback to software skinning.There's currently a problem with mixing rigid and skinned meshes (really need to use separate or offsetted buffers here), and also a weird issue with the first person weapon model. Hopefully should get these issues fixed soon ready for a PR. Quote Link to comment Share on other sites More sharing options...
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