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#Actualslicer4ever

Posted 20 July 2012 - 03:48 AM

You should be able to pack as many bones + weights as you want in your vertex. If you're on relatively modern hardware (DX10-class or higher) you may want to branch on the weight being > 0 before fetching the bone matrix as an optimization.


eh?, i was under the impression that overall it's cheaper to do the mathematics, then to do such branching? granted modern hardware is more capable of dealing with such branching, i was simply under the impression that it's overall cheaper for the gpu to do the matrix math, then to do any branching on dynamic data sets.

#1slicer4ever

Posted 20 July 2012 - 03:48 AM

You should be able to pack as many bones + weights as you want in your vertex. If you're on relatively modern hardware (DX10-class or higher) you may want to branch on the weight being > 0 before fetching the bone matrix as an optimization.


eh?, i was under the impression that overall it's cheaper to do the mathematics, then to do such branching? granted modern hardware is more capable of dealing with such branching, i was simply under the impression that it's overall cheaper for the gpu to do the math, then to do any branching on dynamic data sets.

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