Hardware Skinning Support

- Supports GL, D3D9 & D3D11
- Extends vertex formats & shadergen to support blend indices and weights
- Adds basic support for using 4x3 matrices for shader constants
- Supports software fallback
This commit is contained in:
James Urquhart 2015-01-10 19:41:25 +00:00
parent 507c239a87
commit 3496c549b5
72 changed files with 2533 additions and 1327 deletions

View file

@ -43,7 +43,9 @@ public: //protected:
U32 mPrimitiveCount;
GFXBufferType mBufferType;
GFXPrimitive *mPrimitiveArray;
GFXDevice *mDevice;
GFXDevice *mDevice;
U32 mVolatileStart;
#ifdef TORQUE_DEBUG
// In debug builds we provide a TOC leak tracking system.
@ -59,7 +61,8 @@ public: //protected:
GFXPrimitiveBuffer( GFXDevice *device,
U32 indexCount,
U32 primitiveCount,
GFXBufferType bufferType )
GFXBufferType bufferType ) :
mVolatileStart(0)
{
mDevice = device;
mIndexCount = indexCount;
@ -122,7 +125,7 @@ public: //protected:
// GFXResource interface
/// The resource should put a description of itself (number of vertices, size/width of texture, etc.) in buffer
virtual const String describeSelf() const;
virtual const String describeSelf() const;
};
class GFXPrimitiveBufferHandle : public StrongRefPtr<GFXPrimitiveBuffer>