Advertisement Jump to content
Sign in to follow this  

Vertex Shaders (HLSL): D3DCAPS9::MaxVertexBlendMatrixIndex

This topic is 4904 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 got my system up and running on the reference driver. I had just allocated plenty of room, 128 bone matrices for instance (I have a testanimation, the dragon, that is pretty well known for testing I think (Panda Exporter gives it away), that has 65 bones). It worked well on reference, however, when I tried to actually run it on my board, the model just disappeared. So after testing different stuff, I finally took a look at the D3DCAPS9 for the card. Here I saw, that MaxVertexBlendMatrixIndex = 37 for my card (Radeon9600, 256 MB). Does that mean that I can only use 38 matrices? Why the odd number, instead of maybe 64? Anyway, I reduced my number from 128 to 30 and loaded another model, and voilá, worked like a charm. I then managed to reduce the dragon to 60 bones (some superfluous points were stripped), and it turned out that I could just squeeze 60 matrices onto the board, in spite of the 37 limit. I probably overloaded some register and will wreak havoc if I do this on my final system :) But my question is: How can DX' animation demo (.x mesh-loader thingy) run my dragon just fine with 65+ bones? Do they break up the matrix arrays, and re-index on the fly on the card?

Share this post

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

  • Advertisement

Important Information

By using, you agree to our community Guidelines, Terms of Use, and Privacy Policy. is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!