shader limitations
hi
I'm working on a HLSL vertex shader (ver 1.1), I'm going to work on mesh vertices (X file skin character) and I use skinmesh.fx file used in DX 9 samples, I'm working on deforming my character, it works fine but it seems that I cannot use so many vertex changes, I mean is there any limitation in number of calls for vertex positions? I change vertex positions before going into calculations, for instance:
i.Pos.x+=1.5f;
i.Pos.y-=2;
...
...
...
is there any limitations for using such commands? I should work on different parts of body with different deform values so I should several commands, it works fine until I add some more commands
what's the problem? can I solve it by upgrading shader version?
thanks
There's a limit on the number of vertex shader instruction. That might have some effect.
Moving up to a higher shader model is a good idea. The skinnedmesh.fx file in the current SDK sample compiles using shader model 2 (although the sample still includes support for assembly vertex shader 1.1). SM2 is quite a safe option these days. Support for only 1.1 would be pretty rare.
Moving up to a higher shader model is a good idea. The skinnedmesh.fx file in the current SDK sample compiles using shader model 2 (although the sample still includes support for assembly vertex shader 1.1). SM2 is quite a safe option these days. Support for only 1.1 would be pretty rare.
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