mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-13 07:34:45 +00:00
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:
parent
507c239a87
commit
3496c549b5
72 changed files with 2533 additions and 1327 deletions
|
|
@ -23,20 +23,6 @@
|
|||
#ifndef _TSMESHINTRINSICS_H_
|
||||
#define _TSMESHINTRINSICS_H_
|
||||
|
||||
/// This is the batch-by-transform skin loop
|
||||
///
|
||||
/// @param mat Bone transform
|
||||
/// @param count Number of input elements in the batch
|
||||
/// @param batch Pointer to the first element in an aligned array of input elements
|
||||
/// @param outPtr Pointer to index 0 of a TSMesh aligned vertex buffer
|
||||
/// @param outStride Size, in bytes, of one entry in the vertex buffer
|
||||
extern void (*m_matF_x_BatchedVertWeightList)
|
||||
(const MatrixF &mat,
|
||||
const dsize_t count,
|
||||
const TSSkinMesh::BatchData::BatchedVertWeight * __restrict batch,
|
||||
U8 * const __restrict outPtr,
|
||||
const dsize_t outStride);
|
||||
|
||||
/// Set the vertex position and normal to (0, 0, 0)
|
||||
///
|
||||
/// @param count Number of elements
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue