Jump to content

  • Log In with Google      Sign In   
  • Create Account

Banner advertising on our site currently available from just $5!


1. Learn about the promo. 2. Sign up for GDNet+. 3. Set up your advert!


SephireX

Member Since 11 Mar 2013
Offline Last Active Apr 30 2015 02:27 AM

Posts I've Made

In Topic: Using Leaked Code Derived From An Open Source Project

09 August 2014 - 12:52 PM

Thanks a lot for the response. Really appreciate it. It seems then that there really is no disadvantage to using code released under the Boost License because if you edit it, you can include your own copyright for the additions. Does it have to be specified in the copyright on top of the file what lines of code have been modified or added?


In Topic: DirectX 11 Rigging in Shader

31 March 2013 - 12:35 PM

Thanks for your reply. A structured buffer is what I need to use and I have created one but I'm not sure how to bind one to the pipeline. Should I use Unordered_Access_View or ShaderResourceView?


In Topic: DirectX 11 Rigging in Shader

12 March 2013 - 09:25 AM

I calculate the quaternions of the bones on the cpu. I want to pass a list of them as a resource to the shader and a list of the weights (as they are in the bind pose position). The weights would then be put in to model space in the shader and then used to calculate the vertex position and normal in model space. Then the vertex position and normal are multiplied by the model's world matrix, view matrix and projection matrix. How do you pass the weights to the shader? I could have a fixed size array of weights in a cbuffer in the .fx file. Though this might be inefficient if the number of weight varies a lot between models.


PARTNERS