Re: [Algorithms] Representing Animation Key Frame with Quaternion+Translation Vector
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From: pontus b. <her...@ho...> - 2008-06-24 06:28:12
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Thanks! I think I might be seing some intresting opmitizations ahead. Pontus > Date: Mon, 23 Jun 2008 16:45:05 -0700> From: jw...@gm...> To: gda...@li...> Subject: Re: [Algorithms] Representing Animation Key Frame with Quaternion+Translation Vector> > pontus birgersson wrote:> > I'm guessing it depends on the target plattform. Early rather crude > > tests on my old GeForce 6800 told me that it might be worth sending a > > bit more data in order to releave the vertex shader of the additional > > reconstruction. Since since we're mainly targetting the Xbox 360 which > > I've heard has a beast for vertex processor, the same will probably > > not be true there.> > > > Why reconstruct a 4x4 for a bone matrix? You can blend the bones as > three vector4s, and you can transform the vertex using three dot > products. Only the projection matrix really needs a full 4x4.> The point about "sending more data" does not have to do with the data > throughput, it has to do with how many bones you can cram into a single > pass, without splitting your mesh. With 4x4 matrices, you can do about > 60; with 4x3 you can do about 80; with offset + quaternion you can do > about 120!> > Sincerely,> > jw> > > -------------------------------------------------------------------------> Check out the new SourceForge.net Marketplace.> It's the best place to buy or sell services for> just about anything Open Source.> http://sourceforge.net/services/buy/index.php> _______________________________________________> GDAlgorithms-list mailing list> GDA...@li...> https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list> Archives:> http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list _________________________________________________________________ Utmana dina kompisar i Sten, sax, påse! http://www.live.msn.se/messenger/#/News/ |