32 matrices is just a feeeeew two many for ATI cards, but of course

their drivers can't do anything useful like report an error; they just 
silently screw up.  Limiting it to 31 makes it work, but there's still a 
strange slowdown issue (and it's not that the shaders are being run in 
software, but it's worth checking for that anyway).


git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@243 ed5b42cb-e716-0410-a449-f6a68f950b19
This commit is contained in:
Andrzej Kapolka
2007-05-12 00:57:35 +00:00
parent 12e17a9e33
commit 6b07087c31
2 changed files with 18 additions and 4 deletions
@@ -71,7 +71,7 @@ import com.threerings.jme.util.ShaderConfig;
public class SkinMesh extends ModelMesh
{
/** The maximum number of bone matrices that we can use for hardware skinning. */
public static final int MAX_SHADER_BONE_COUNT = 32;
public static final int MAX_SHADER_BONE_COUNT = 31;
/** The maximum number of bones influencing a single vertex for hardware skinning. */
public static final int MAX_SHADER_BONES_PER_VERTEX = 4;