Open pgruenbacher opened 5 years ago
so what took me a while to realize was that I just needed to set instancePosition : POSITION1 in the VertexCommon.bsl and then simply apply the translation I also simply hacked the gRendererUtility to write out the extra instance buffer so the bigger question will be if there's potential for an easier API to accomplish this next goal is wrapping up the gpu caching of the bone transformations which should allow for different animations for the instances
Wow! That look really nice and could give us the "physic ropes", I had access in the Source Engine.
currently on fork. requires manualy updating bsf to do instanced drawing. https://github.com/pgruenbacher/bsfExamples/tree/skel_instancing/Source/SkeletalAnimation
Some notes as I work on it to track.