SkinningBuffer
SkinningBuffer is used to hold skinning data (bones) for skeletal animation.
SkinningBuffer is a simple wrapper around a structured Uniform Buffer Object (UBO) that stores bone transformations. It is used by RenderableManager to deform vertices according to bone transformations and weights during skeletal animation (rigged animations).
Important constraint: Due to GLSL limitations, the SkinningBuffer size must always be a multiple of 256 bones. The builder automatically adjusts the requested bone count to meet this requirement, which may cause some memory overhead. This overhead can be mitigated by using the same SkinningBuffer to store bone information for multiple RenderPrimitives.
See also
SkinningBuffer is used to hold skinning data (bones) for skeletal animation.
SkinningBuffer is a simple wrapper around a structured Uniform Buffer Object (UBO) that stores bone transformations. It is used by RenderableManager to deform vertices according to bone transformations and weights during skeletal animation (rigged animations).
Important constraint: Due to GLSL limitations, the SkinningBuffer size must always be a multiple of 256 bones. The builder automatically adjusts the requested bone count to meet this requirement, which may cause some memory overhead. This overhead can be mitigated by using the same SkinningBuffer to store bone information for multiple RenderPrimitives.
See also
SkinningBuffer is used to hold skinning data (bones) for skeletal animation.
SkinningBuffer is a simple wrapper around a structured Uniform Buffer Object (UBO) that stores bone transformations. It is used by RenderableManager to deform vertices according to bone transformations and weights during skeletal animation (rigged animations).
Important constraint: Due to GLSL limitations, the SkinningBuffer size must always be a multiple of 256 bones. The builder automatically adjusts the requested bone count to meet this requirement, which may cause some memory overhead. This overhead can be mitigated by using the same SkinningBuffer to store bone information for multiple RenderPrimitives.
See also
SkinningBuffer is used to hold skinning data (bones) for skeletal animation.
SkinningBuffer is a simple wrapper around a structured Uniform Buffer Object (UBO) that stores bone transformations. It is used by RenderableManager to deform vertices according to bone transformations and weights during skeletal animation (rigged animations).
Important constraint: Due to GLSL limitations, the SkinningBuffer size must always be a multiple of 256 bones. The builder automatically adjusts the requested bone count to meet this requirement, which may cause some memory overhead. This overhead can be mitigated by using the same SkinningBuffer to store bone information for multiple RenderPrimitives.
See also
SkinningBuffer is used to hold skinning data (bones) for skeletal animation.
SkinningBuffer is a simple wrapper around a structured Uniform Buffer Object (UBO) that stores bone transformations. It is used by RenderableManager to deform vertices according to bone transformations and weights during skeletal animation (rigged animations).
Important constraint: Due to GLSL limitations, the SkinningBuffer size must always be a multiple of 256 bones. The builder automatically adjusts the requested bone count to meet this requirement, which may cause some memory overhead. This overhead can be mitigated by using the same SkinningBuffer to store bone information for multiple RenderPrimitives.
See also
Types
Functions
Updates bone transforms in the range [offset, offset + boneCount).
Updates bone transforms in the range [offset, offset + boneCount).
Updates bone transforms in the range [offset, offset + boneCount).
Updates bone transforms in the range [offset, offset + boneCount).
Updates bone transforms in the range [offset, offset + boneCount).
Updates bone transforms in the range [offset, offset + boneCount) using quaternion+translation format.
Updates bone transforms in the range [offset, offset + boneCount) using quaternion+translation format.
Updates bone transforms in the range [offset, offset + boneCount) using quaternion+translation format.
Updates bone transforms in the range [offset, offset + boneCount) using quaternion+translation format.
Updates bone transforms in the range [offset, offset + boneCount) using quaternion+translation format.