Archived

This topic is now archived and is closed to further replies.

Check this Vertex Buffers T&L Idea!

This topic is 6285 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Im kind of new to vertex buffers and Im in general but I was wondering... if you can use the T&L caps of a card to transform a number of vertices depending a matrix, why cant you use that matrix as a bone? yeah look, instead of precalculating the vectors or whatever for the bone system , why dont you pass only some vectors to the T&L pipeline using a bone rotation matrix then the next next vertices by their corresponding bone until you are done with them all.. Is this possible? I mean this could have been a total waste of time in the past but this days whit faster processors and T&L can this be done? Benefits: really easy to handle bones with realtime rotation translation and scaling modifiable at realtime, plus the ability to have more bones per model. But actually u are the experts, What do you think about this?

Share this post


Link to post
Share on other sites