Jump to content
  • Advertisement
Sign in to follow this  
QuestOfDreams

Shadow volume of a Skinned Mesh

This topic is 4849 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

I had a piece of code which did all vertex-transformations (bones/world, view, projection) of my animated models on the cpu CPU. During these transformations I automatically got the geometry to build the shadow volume from. To use the advantages of hardware T&L I have now converted the animated model to a skinned mesh(D3DXMESHCONTAINER + D3DXFRAME hierachy) to get the transformations to the gpu (using indexed vertex blending for rendering). the problem now is that I don't have access to the transformed vertices any longer which I need to construct the shadow volume :-/ What would be the best way to solve this problem? Transforming the vertices a second time on the cpu would reduce the whole process to absurdity I guess. All examples of shadow volumes I've found so far are either using static objects or transform the whole model on the cpu (the way I've done it before) Isn't there a better solution?

Share this post


Link to post
Share on other sites
Advertisement
You could use vertex blending to do shadow volume extrusion. Flipcode has an article about this. I'm not sure how well this would work with skinned meshes, though.

Alternatively, and this is what I suggest, you could use vertex shaders to do both.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!