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gr8dane
Joined: 18 Aug 2005 Posts: 16
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Posted: Fri Sep 09, 2005 3:02 pm Post subject: Number of bones supported by PSP hardware |
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It seems the PSP hardware supports 8 weights per vertex, does anyone know the maximum number of bones supported by the hardware?
In other words, what is the maximum index supported by sceGuBoneMatrix(Index, Matrix);
Thanks in advance... |
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chp
Joined: 23 Jun 2004 Posts: 313
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Posted: Fri Sep 09, 2005 4:12 pm Post subject: |
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It only supports 8 weights, so that means only 8 matrices. It's not indexed like on the PC where you can use a matrix palette.
If you need to use more than 8 bones, you'll have to slice the model up based on locality. _________________ GE Dominator |
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gr8dane
Joined: 18 Aug 2005 Posts: 16
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Posted: Fri Sep 09, 2005 5:04 pm Post subject: |
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Thanks, that was exactly the answer I did not want to hear :-)
I'll just start crying now... |
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ector
Joined: 12 May 2005 Posts: 195
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Posted: Sat Sep 10, 2005 11:29 am Post subject: |
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blah, it can't take more than an afternoon to do a reasonably decent model slicer.. _________________ http://www.dtek.chalmers.se/~tronic/PSPTexTool.zip Free texture converter for PSP with source. More to come. |
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gr8dane
Joined: 18 Aug 2005 Posts: 16
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Posted: Sat Sep 10, 2005 11:51 am Post subject: |
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You are correct, a resonably decent model slicer would not take that long.
However for my purposes "resonably decent" is just not good enough, making an optimal one is a little more complicated. |
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ector
Joined: 12 May 2005 Posts: 195
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Posted: Sun Sep 11, 2005 3:27 am Post subject: |
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Doing a perfectly optimal model slicer sounds suspiciously like an NP-complete problem :)
You're probably better off with a more pragmatic solution... _________________ http://www.dtek.chalmers.se/~tronic/PSPTexTool.zip Free texture converter for PSP with source. More to come. |
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Produkt
Joined: 15 Aug 2005 Posts: 12
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Posted: Mon Sep 12, 2005 10:24 am Post subject: |
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thats really weird... so the hardware seriously cannot track more than 8 bones?
a typical model without feat, head, and hand bones is 9 bones! |
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gr8dane
Joined: 18 Aug 2005 Posts: 16
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Posted: Mon Sep 12, 2005 10:35 am Post subject: |
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Most any skinned model will use more than 8 bones. You will have to split up your mesh into several sub-meshes based on what polygons are influenced by which bones and then render them seperately.
You can get around the 8 bone hardware limit this way but it's a bit of a pain the ass. |
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gr8dane
Joined: 18 Aug 2005 Posts: 16
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Posted: Mon Sep 12, 2005 10:41 am Post subject: |
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| Does anybody happen to know the performance impact of feeding the hardware 8 weights versus 2 weights? |
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