Make the models use hardware shader skinning

Registered by Erik Ogenvik

Currently the animated models in the client are animated using software skinning. That means that for each frame all vertices are recalculated on the CPU and sent to the GFX card. This is very resource hungry, both in CPU cycles and bandwidth. A much better approach is to use a vertex shader to calculate the positions on the GPU. The GPU is very much better at such calculations, and this would save the bandwidth. Ogre already has some nice support for enabling hardware skinning, but the main problem is that our models have way too many bones for the standard shaders that come with Ogre. We therefore either have to create new shaders ourselves, or alter the models so that they can be animated using the existing shaders.

Blueprint information

Status:
Started
Approver:
Erik Ogenvik
Priority:
Medium
Drafter:
Erik Ogenvik
Direction:
Needs approval
Assignee:
Erik Ogenvik
Definition:
Approved
Series goal:
None
Implementation:
Deployment
Milestone target:
None
Started by
Erik Ogenvik

Related branches

Sprints

Whiteboard

(?)

Work Items

This blueprint contains Public information 
Everyone can see this information.

Subscribers

No subscribers.