sorry
didnt made much more progress on the problem...
there is so much progress going on in broomstick right now, i decided
to wait and continue when a stable version is available.


On 28 Apr., 09:15, Choons <[email protected]> wrote:
> Hi 80pro, I'm curious about to handle this in broomstick as well. I'm
> curious if you have made any progress on the problem since you
> posted?
>
> On Apr 4, 3:38 pm, 80prozent <[email protected]> wrote:
>
>
>
>
>
>
>
> > hi,
>
> > i am  new to all this GPU Programming stuff, but i am trying to
> > understand shader-coding in Broomhill...
>
> > what i am trying to achiv is a combination of skinning and morphing on
> > one single mesh (skeleton for body / morphing for face).
>
> > the kind of morphing i am looking for is using relative MorphTargets,
> > not storing new positions for every vert, but just the vector, by
> > which the original (base) vert should by morphed. this way i am only
> > storing actual deformation, and no data for verts with no deformation.
>
> > most of my riggs do not need more than max 3 joints per vert (current
> > skeleton handles max 4)
>
> > my guess would be to make up a new set of skeleton classes, thats like
> > your original ones, but reduced in number of maximum joints, so their
> > are some vertex-constants left in the vertexbuffer to handle the
> > morphing.
>
> > before handling the skeleton-data the shader could set the verticles
> > position by this vc.
> > (take vertex position->applymorph-constants->handle skeleton-data-
>
> > >sent to fragmentshader)
>
> > all the calculations for the morphing would be done on CPU, but in a
> > 10.000 vertices Mesh, it could be that only 3000 vertices are actually
> > moved by morphing, so you dont need do do any calculations for the
> > left 7000 verts.
>
> > this vc would have to be updated to the GPU on every Frame the
> > morphing changes, but before building the mesh i could set up the data
> > in a way that the verts beeing not morphed appear first in the
> > vertexbuffer and then using a offset when setting the vc-data, so only
> > the acctuall 3000 morphed verts of the mesh gots passed to the GPU.
>
> > is this right, or dead wrong?
>
> > anothert question:
> > the vertex animation classes how manymorphtargets can they use?
>
> > some code of VertexAnimation.as  function "getAbsoluteAGALCode":
> > --------------------------------------
> > var regs : Array = ["x", "y", "z", "w"];
>
> > for (var i : uint = 0; i < len; ++i) {
> > for (var j : uint = 0; j < _numPoses; ++j) {
> > if (j == 0){
> > code += AGAL.mul(temp1, attribs[i], "vc" + pass.numUsedVertexConstants
> > + "." + regs[j]);
> > --------------------------------------------------
>
> > doesnt that mean their are only 4morph-targets (_numPoses) possible?
>
> > Thanks for any help on this topics!
> > sorry for bad english!

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