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Hands-On C++ Game Animation Programming

You're reading from   Hands-On C++ Game Animation Programming Learn modern animation techniques from theory to implementation with C++ and OpenGL

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Product type Paperback
Published in Jun 2020
Publisher Packt
ISBN-13 9781800208087
Length 368 pages
Edition 1st Edition
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Author (1):
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Gabor Szauer Gabor Szauer
Author Profile Icon Gabor Szauer
Gabor Szauer
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Table of Contents (17) Chapters Close

Preface 1. Chapter 1: Creating a Game Window 2. Chapter 2: Implementing Vectors FREE CHAPTER 3. Chapter 3: Implementing Matrices 4. Chapter 4: Implementing Quaternions 5. Chapter 5: Implementing Transforms 6. Chapter 6: Building an Abstract Renderer 7. Chapter 7: Exploring the glTF File Format 8. Chapter 8: Creating Curves, Frames, and Tracks 9. Chapter 9: Implementing Animation Clips 10. Chapter 10: Mesh Skinning 11. Chapter 11: Optimizing the Animation Pipeline 12. Chapter 12: Blending between Animations 13. Chapter 13: Implementing Inverse Kinematics 14. Chapter 14: Using Dual Quaternions for Skinning 15. Chapter 15: Rendering Instanced Crowds 16. Other Books You May Enjoy

Exploring texture formats

Animation textures are currently stored in the 32-bit floating-point texture format. This is an easy format to store animation textures in because it's the same format as the source data. This method won't work well on mobile hardware. The memory bandwidth from main memory to tiler memory is a scarce resource.

To target mobile platforms, consider changing from GL_RGBA32F to GL_RGBA with a GL_UNSIGNED_BYTE storage type. Switching to a standard texture format does mean losing some data. With a GL_UNSIGNED_BYTE storage type, each component of a color is limited to 256 unique values. These values are normalized when sampling and will be returned in a 0 to 1 range.

If any of the animation information stores values are not in the 0 to 1 range, the data will need to be normalized. The normalization scale factor will need to be passed to the shader as a uniform. If you are targeting mobile hardware, you probably only want to store rotation information...

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