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#Actualbelfegor

Posted 17 February 2013 - 05:40 PM

I think there is a max of 256 vertex shader constants that you can set with ver. 3.0

So you can have 256 / 4 = 64 = number of 4x4 matrices

You could try to do/attach hands separately as you might later have different pixel shaders for skin and for clothing...

 

EDIT: I cant google concrete answer:

http://msdn.microsoft.com/en-us/library/windows/desktop/bb172963%28v=vs.85%29.aspx

 

...

2. Equal to D3DCAPS9.MaxVertexShaderConst (at least 256 for vs_3_0).

...

 

I don't know what they mean by "at least", is that a guarantee minimum and can be more then this?


#3belfegor

Posted 17 February 2013 - 05:29 PM

I think there is a max of 256 vertex shader constants that you can set with ver. 3.0

So you can have 256 / 4 = 64 = number of 4x4 matrices

You could try to do/attach hands separately as you might later have different pixel shaders for skin and for clothing...


#2belfegor

Posted 17 February 2013 - 05:29 PM

I think there is a max of 256 vertex shader constants that you can set with ver. 3.0

So you can have 256 / 4 = 64 = number of 4x4 matrices

You could try to do/attach hands separately as you might later have different pixel shader for skin and for clothing...


#1belfegor

Posted 17 February 2013 - 05:24 PM

I think there is a max of 256 vertex shader constants that you can set with ver. 3.0

So you can have 256 / 4 = 64 = number of 4x4 matrices


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