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#Actualkauna

Posted 25 September 2012 - 06:15 PM

DXGI_FORMAT_R8G8B8A8_UINT is not equal to uint4.


Strange, I use exactly the same setup and it works for me. Except for the weights I use just one dword, since the values are between 0..1 and 8-bit accuracy is enough.

I use DXGI_FORMAT_R8G8B8A8_UINT in the input layout and uint4 in the hlsl vertex structure.
Otherwise, I store the bone indices in a dword but that's same as 4 bytes.

You can use D3D11_APPEND_ALIGNED_ELEMENT instead of calculating the offsets yourself.

Cheers!

#3kauna

Posted 25 September 2012 - 02:50 PM

DXGI_FORMAT_R8G8B8A8_UINT is not equal to uint4.


Strange, I use exactly the same setup and it works for me. Except for the weights I use just one dword, since they can be packed to 0..1 range.

I use DXGI_FORMAT_R8G8B8A8_UINT in the input layout and uint4 in the hlsl vertex structure.
Otherwise, I store the bone indices in a dword but that's same as 4 bytes.

You can use D3D11_APPEND_ALIGNED_ELEMENT instead of calculating the offsets yourself.

Cheers!

#2kauna

Posted 25 September 2012 - 02:49 PM

DXGI_FORMAT_R8G8B8A8_UINT is not equal to uint4.


Strange, I use exactly the same setup and it works for me. Except for the weights I use just one dword, since they can be packed to 0..1 range.

I use DXGI_FORMAT_R8G8B8A8_UINT in the input layout and uint4 in the hlsl vertex structure.
Otherwise, I store the bone indices in a dword but that's same as 4 bytes.

Cheers!

#1kauna

Posted 25 September 2012 - 02:40 PM

DXGI_FORMAT_R8G8B8A8_UINT is not equal to uint4.


Strange, I use exactly the same setup and it works for me.

I use DXGI_FORMAT_R8G8B8A8_UINT in the input layout and uint4 in the hlsl vertex structure.
Otherwise, I store the bone indices in a dword but that's same as 4 bytes.

Cheers!

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