Harware Or Software Matrix palette skinning
Hello my name is clement, i'm programming a 3D Engine and i have some question about the organisationt my engine:
I use Matrix palette Skinning for the animation of my model, but i'm still in trouble with the way to implement it:
Do i have to Use an "Hardware" implementation using VertexShader.
Or do i have to use an "Software" implementation using simple "C" Code.
Both have Advantages and disadvantages:
If i use "Software" i have an acces to "post transformed" data, wich can be very usefull if i need it for collision detection or Shadow algoritgm.
But it has the disadvantage of being slow.
If i use "Hardware" it's more efficient, but i do not have an acces to post transformed data, and if my rendering pipeline need multiple pass it my be as slow as software version ( If the skinning shader is called 2 or more time ).
Can you give me some advice to help me to choose the good way to implement Skinning animation !!!
For now i use Software skinning and in the future i will implement Shadow using "Shadow mapping", so the only problem wich still remain, is when i need to do multiple render pass .....
Thanks a lot !!!
Clement Vidal
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