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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

Combining animation textures

The act of combining many smaller textures into one larger texture is called atlasing. A large texture that contains multiple smaller textures is often called a texture atlas. The benefit of atlasing textures is needing to use fewer texture samplers.

The crowd rendering system presented in this chapter has one major drawback: while the crowd can play animations at different time offsets, they can only play the same animation. There is an easy way to work around this: atlas multiple animation textures onto one large texture.

A 1024x1024 texture, for example, can contain 16 smaller 256x256 textures. This means any member of the crowd could play 1 of 16 animations. An additional "offset" uniform has to be added to the per-instance data of the shader. This offset uniform would be an array of MAX_INSTANCES size.

For each character being rendered, the GetPose function would have to apply the offset before retrieving the animation texels. In...

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