11011110110011011001100110011001000110011001100111010001011

August 17, 2008

out of M3G SkinnedMesh

Filed under: Programming

self-calculated skinned mesh is done.

from now on, all rendering in the engine is only to call one m3g api:

    g3d.render( vtxBuffer, idxBuffer[0], appearance[0], transform );

the first benefit is get a more fastern shadow,  but there are more float operations… I’ll test it on Monday in details.
Maybe caching all the key-frames is the last optimization way.

XXXXXXXXXXXXX图片删了XXXXXXXXXXXXXXXXXXXX

Comments »

The URI to TrackBack this entry is: http://lyo.blogsome.com/2008/08/17/out-of-m3g-skinnedmesh/trackback/

No comments yet.

RSS feed for comments on this post.

Leave a comment

Line and paragraph breaks automatic, e-mail address never displayed, HTML allowed: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <code> <em> <i> <strike> <strong>



Anti-spam measure: please retype the above text into the box provided.