So I tried to implement vertex skinning using Cg and OGL. I searched the web and most tutorials do it with 4 bones at max, claiming that "you don't need more than 4 bones anyway". I beg to differ. For instance I used "cyberdemon" from Doom3 for testing and it uses up to 7 bones per vertex. And this game is 2004... I know it has nothing to do with that (just tell artist what he can and can't do and problem is solved, right?). But in this topic http://www.gamedev.net/topic/628092-gpu-skinning-4-bones/ MJP said that I can pass as many bone weights per vertex as I want. Currently I'm packing them into TEXCOORD0-7 and I'm hardly getting away with 6 bones - I even sacrificed TBNs and I want to use them too. So the question is what's this trickery that allows me passing more bones without stress?
1. If anyone's curious - I just wanted to implement up to 8 bones just to be safe, also it may come in handy when we start with facial animation.
2. Yes, I know that I can discard least significant weights and then renormalize, but that's "lazy solution", I want to do it right and MJP's post lead me to that direction. Also see above.
3. I'm fairly new to VBOs so I might be missing something about packing vertex attributes.