Discuss the development of new homebrew software, tools and libraries.
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gr8dane
Posts: 16 Joined: Thu Aug 18, 2005 11:10 am
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by gr8dane » Fri Sep 09, 2005 3:02 pm
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...
chp
Posts: 313 Joined: Wed Jun 23, 2004 7:16 am
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by chp » Fri Sep 09, 2005 4:12 pm
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
gr8dane
Posts: 16 Joined: Thu Aug 18, 2005 11:10 am
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by gr8dane » Fri Sep 09, 2005 5:04 pm
Thanks, that was exactly the answer I did not want to hear :-)
I'll just start crying now...
ector
Posts: 195 Joined: Thu May 12, 2005 10:22 pm
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by ector » Sat Sep 10, 2005 11:29 am
blah, it can't take more than an afternoon to do a reasonably decent model slicer..
gr8dane
Posts: 16 Joined: Thu Aug 18, 2005 11:10 am
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by gr8dane » Sat Sep 10, 2005 11:51 am
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.
ector
Posts: 195 Joined: Thu May 12, 2005 10:22 pm
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by ector » Sun Sep 11, 2005 3:27 am
Doing a perfectly optimal model slicer sounds suspiciously like an NP-complete problem :)
You're probably better off with a more pragmatic solution...
Produkt
Posts: 12 Joined: Mon Aug 15, 2005 10:17 pm
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by Produkt » Mon Sep 12, 2005 10:24 am
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!
gr8dane
Posts: 16 Joined: Thu Aug 18, 2005 11:10 am
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by gr8dane » Mon Sep 12, 2005 10:35 am
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.
gr8dane
Posts: 16 Joined: Thu Aug 18, 2005 11:10 am
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by gr8dane » Mon Sep 12, 2005 10:41 am
Does anybody happen to know the performance impact of feeding the hardware 8 weights versus 2 weights?