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Posted 09 July 2014 - 03:22 AM
Posted 09 July 2014 - 07:53 AM
You can do it several ways. You can stream in the angle with the location, or load an array of angles (and locations, for that matter) in a constant buffer, accessing the angle with the instance ID.
Please don't PM me with questions. Post them in the forums for everyone's benefit, and I can embarrass myself publicly.
You don't forget how to play when you grow old; you grow old when you forget how to play.
Posted 09 July 2014 - 11:53 AM
Or store a full transform matrix for each mesh in a constant buffer or generic buffer object and index it with the InstanceID. The transform matrix is maybe simpler than just working with positions and rotations.