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

@ -371,6 +371,17 @@ struct MeshRenderInst : public RenderInst
GFXTextureObject *accuTex;
GFXCubemap *cubemap;
/// @name Hardware Skinning
/// {
MatrixF *mNodeTransforms;
U32 mNodeTransformCount;
/// }
#ifdef TORQUE_ENABLE_GFXDEBUGEVENTS
const char *meshName;
const char *objectName;
#endif
void clear();
};