Advertisement Jump to content
Sign in to follow this  

DX11 dx11 skined instance mesh and texture buffer

This topic is 884 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 have a looked at

His solution is encoding each FinalBoneMatrix of a bone  into 4 pixels of a texture2D.

But if the bone matrices store in animation data are reference to parent,  should I bake every frames FinalBoneMatrix of bones and store into the texture ?

Or Is there any texture buffer like cbuffer that can replace the IMMUTABLE texture ?



Instance data stored in cbuffer or vertexbuffer ? If it's stored in vertexbuffer, I need to make a new vertex input layout.

While if I use cbuffer to store instance data, it will convenient for me to use SV_instanceID to look for instance data.

I see his dx10 demo using cbuffer to store instance data. 

Edited by poigwym

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!