Matrix Stacks

Sep 10, 2008@10:13am

Last night I wrote a matrix class to handle skinned mesh transforms. I might move the PC version over to do the vertex weighting in shaders on the GPU later on, but while I’m still toying with the idea of ports to various portable systems (PSP, Wiz) I thought it prudent to design the engine to work primarily with software based bone transformations. Besides, its always good practice to go over the basics again.

Hopefully I can put the actual skinning code in place tonight.

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