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brigadir

skinned mesh subdivision (for hardware skinning)

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I try to find solution of optimal subdivision of mesh when its bone palette is too large for vertex shader. The simple idea is to sort mesh vertices by bones, group bones into few groups and send each group (of bones and corresponding vertices) to render. I met some problems: we must send to render finished faces, so there is probability that some face needs vertex assigned to unsent bone. Then we must drop this face (because our bones group is already defined). So we need to rebuild bones groups. I think, there are samples or articles about the subject. But Google is quit. Will be thankful for help.

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I just happen to be collecting info on this topic recently(e.g. “Matrix Palette Skinning”).

Quote:

...But Google is quit.


what does that mean?

Plus..I do not see a question..are you asking how to do something?
( e.g. do you want to avoid rebuilding bone groups?)

Anyhow...this might help .. if it hasn't already:

http://www.gamasutra.com/features/20070418/paanakker_01.shtml



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