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Xors3d Engine
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Defines | |
#define | SKIN_HARDWARE 1 |
#define | SKIN_SOFTWARE 2 |
Skinning deforms entity mesh in respect to animated skeleton.
#define SKIN_HARDWARE 1 |
Skinning is computed on GPU (in vertex shaders), it is faster than software skinning, but you need to add skinning code in all your vertex shaders which are used on animated meshes.
#define SKIN_SOFTWARE 2 |
Skinning is computed on CPU, it is a slowly method but vertex shader will receive already skinned vertices, so your don't need to write your own skinning code in all vertex shaders. This method is used in original Blitz3D