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Check this Vertex Buffers T&L Idea!

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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?

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