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
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@@ -71,7 +71,7 @@ import com.threerings.jme.util.ShaderConfig;
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public class SkinMesh extends ModelMesh
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{
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/** The maximum number of bone matrices that we can use for hardware skinning. */
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public static final int MAX_SHADER_BONE_COUNT = 32;
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public static final int MAX_SHADER_BONE_COUNT = 31;
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/** The maximum number of bones influencing a single vertex for hardware skinning. */
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public static final int MAX_SHADER_BONES_PER_VERTEX = 4;
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