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

@ -142,6 +142,9 @@ public:
/// Sets the transformation matrix, i.e. Model * View * Projection
virtual void setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass) = 0;
/// Sets the node transforms for HW Skinning
virtual void setNodeTransforms(const MatrixF *address, const U32 numTransforms, const U32 pass) = 0;
/// Sets the scene info like lights for the given pass.
virtual void setSceneInfo(SceneRenderState *, const SceneData& sgData, U32 pass) = 0;