Graphics Reference
In-Depth Information
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Figure 1.5. A box being rotated and scaled using SQT (top) and scale-rotation matrix
(bottom). Object xy -axis is shown.
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Figure 1.6. 90 rotation and scaling with SQT.
1.6 Skinning
In our engine we pack bone data for skinning into a texture. There are several
reasons for this. First, as the game is supposed to run on a DirectX 9 compat-
ible hardware, only 256 constants are available in the general case. Second, we
wanted to enable character instancing: in the case of storing skinning data in
a single texture, we need to store only a texture offset per instance. Thus, we
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