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AndyM

Vertex shader Q - D3D9 example

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This is some of the code from the bone/skinning vertex shaders used in the D3D9 skinning example: ; c0 = {1, power, 0, 1020.01}; // Compensate for lack of UBYTE4 on Geforce3 mul r1,v2.zyxw,c0.wwww //mul r1,v2,c0.wwww The part I don''t understand is why the blend indices are multiplied by 1020.01 and not 256. Its a work around for the lack of UBYTE4 on gf3 as it says but I thought the multiply should be converting a 0-1 float to a 0-255 value so why 4x256 -1020 is used? AndyM (I think this skinning example is one of the most complicated pieces of example code ever seen!)

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