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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
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72 changed files with 2533 additions and 1327 deletions
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@ -45,6 +45,9 @@ namespace GFXSemantic
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extern const String TANGENTW;
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extern const String COLOR;
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extern const String TEXCOORD;
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extern const String BLENDWEIGHT;
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extern const String BLENDINDICES;
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extern const String PADDING;
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}
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@ -184,10 +187,16 @@ public:
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/// Returns true if there is a COLOR semantic in this vertex format.
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bool hasColor() const;
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/// Returns true if there is a BLENDWEIGHT or BLENDINDICES semantic in this vertex format.
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bool hasBlendIndices() const;
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/// Return true if instancing is used with this vertex format.
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bool hasInstancing() const;
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/// Returns number of blend indices
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U32 getNumBlendIndices() const;
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/// Returns the texture coordinate count by
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/// counting the number of TEXCOORD semantics.
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U32 getTexCoordCount() const;
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@ -230,6 +239,9 @@ protected:
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/// Is true if there is a COLOR semantic in this vertex format.
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bool mHasColor;
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/// Is true if there is a BLENDWEIGHT or BLENDINDICES semantic in this vertex format.
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bool mHasBlendIndices;
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/// Is instaning used with this vertex format.
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bool mHasInstancing;
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