• Runtimes
  • Max weights per vertex?

Is there a max to the number of weights per vertex?

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You're saying the offsets buffer is 32 bit packed? Or just packed on disk? It doesn't seem packed when iterating over the runtime dataset.

  • Misaki ответили на это сообщение.

    rr-reinhart Sorry, Spinebot's answer is incorrect, one vertex can obviously be affected by the weights of more than 4 bones. The thread to which Spinebot refers is below:
    https://esotericsoftware.com/forum/d/11343-crash-during-manual-vertex-input-mesh

    There is basically no limit to the number of bones that can affect a single vertex, but it would be computationally inefficient to have a single vertex affected by a large number of bones, so it should be limited to about 5 or 6 at most.

    Great! That helps. In that case, I won't bother putting this stuff into the vertex buffer. I'll just use the vertex buffer to store the offset index and the number of influences and bind a third buffer that contains the meshes offset/positions. I mean, in my head it totally makes sense! Thanks!

    4 дня спустя

    Are you working on GPU skinning? Do tell how that works out. Last time we tried, it didn't make much of a difference, as it breaks batching (at least with the encoding schema we used. That was OpenGL/WebGL though, ymmv with other graphics APIs like Vulkan, D11, or Metal)