Shadow volume of a Skinned Mesh
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?
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement