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Number of bones supported by PSP hardware

 
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gr8dane



Joined: 18 Aug 2005
Posts: 16

PostPosted: Fri Sep 09, 2005 3:02 pm    Post subject: Number of bones supported by PSP hardware Reply with quote

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

PostPosted: Fri Sep 09, 2005 4:12 pm    Post subject: Reply with quote

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.
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gr8dane



Joined: 18 Aug 2005
Posts: 16

PostPosted: Fri Sep 09, 2005 5:04 pm    Post subject: Reply with quote

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

PostPosted: Sat Sep 10, 2005 11:29 am    Post subject: Reply with quote

blah, it can't take more than an afternoon to do a reasonably decent model slicer..
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gr8dane



Joined: 18 Aug 2005
Posts: 16

PostPosted: Sat Sep 10, 2005 11:51 am    Post subject: Reply with quote

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

PostPosted: Sun Sep 11, 2005 3:27 am    Post subject: Reply with quote

Doing a perfectly optimal model slicer sounds suspiciously like an NP-complete problem :)

You're probably better off with a more pragmatic solution...
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Produkt



Joined: 15 Aug 2005
Posts: 12

PostPosted: Mon Sep 12, 2005 10:24 am    Post subject: Reply with quote

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

PostPosted: Mon Sep 12, 2005 10:35 am    Post subject: Reply with quote

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

PostPosted: Mon Sep 12, 2005 10:41 am    Post subject: Reply with quote

Does anybody happen to know the performance impact of feeding the hardware 8 weights versus 2 weights?
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