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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

Storing the skin palette in a texture

Pre-generating the skin matrix cuts the number of uniform slots that the skinned shader needs in half, but it's possible to reduce the number of uniform slots needed to just one. This can be done by encoding the pre-generated skin matrix in a texture and reading that texture in the vertex shader instead of in a uniform array.

So far in this book, you have only dealt with the RGB24 and RGBA32 textures. In these formats, the three or four components of a pixel are encoded using 8 bits per component. This can only hold 256 unique values. These textures do not provide the amount of precision needed to store floating-point numbers.

There is another texture format that can be useful here—a FLOAT32 texture. With this texture format, each component of a vector gets a full 32-bit floating-point number to back it, giving you full precision. This texture can be sampled with a special sampler function that doesn't normalize the data...

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