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Playstation Staff

Re: Check out Cobalt Runner by Dr. Breadsticks (Joseph Delegado)

Hi:

 

Ok, but it's strange that they both Sony model.cs and PowerVR SGX samples had the same skinning example idea...anyways I agree with you that it's a penalty in performance, but the RPG demo use it and runs ok on VITA. Anyways it's good to know that Sony says it's a problem, I will be happy to not change my actual code.

 

Cheers,

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Message 11 of 17 (467 Views)
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Re: Check out Cobalt Runner by Dr. Breadsticks (Joseph Delegado)

I just looked at the PowerVR SGX examples and they don't use the same concept of as the Sony example I looked at. Perhaps you're looking at something else? Either way, draw calls are expensive and there is not a hardware limitation here. 

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Message 12 of 17 (466 Views)
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Re: Check out Cobalt Runner by Dr. Breadsticks (Joseph Delegado)

Hi:

 

I totally agree with the draw calls =). Its ahrd to say we are looking at the same demo but it's

 

..\PowerVR Insider SDK\TrainingCourse\25_Skinning\OGLES2

 

 

/*
            There is a limit to the number of bone matrices that you can pass to the shader so we have
            chosen to limit the number of bone matrices that affect a mesh to 8. However, this does
            not mean our character can only have a skeleton consisting of 8 bones. We can get around
            this by using bone batching where the character is split up into sub-meshes that are only
            affected by a sub set of the overal skeleton. This is why we have this for loop that
            iterates through the bone batches contained with the SPODMesh.
        */
        for (int i32Batch = 0; i32Batch < Mesh.sBoneBatches.nBatchCnt; ++i32Batch)
        {
            // Set the number of bones that will influence each vertex in the mesh
            glUniform1i(m_ShaderProgram.auiLoc[eBoneCount], Mesh.sBoneIdx.n);

            // Go through the bones for the current bone batch
            PVRTMat4 amBoneWorld[8];
            PVRTMat3 afBoneWorldIT[8], mBoneIT;

            int i32Count = Mesh.sBoneBatches.pnBatchBoneCnt[i32Batch];

            for(int i = 0; i < i32Count; ++i)
            {
                // Get the Node of the bone
                int i32NodeID = Mesh.sBoneBatches.pnBatches[i32Batch * Mesh.sBoneBatches.nBatchBoneMax + i];

 

line 645

 

Cheers,

 

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Message 13 of 17 (458 Views)
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Re: Check out Cobalt Runner by Dr. Breadsticks (Joseph Delegado)

Anyways we still need to wait for Sone Dev team to confirm a fix or not over this =). So changing subject the pictures look amazing!! and again thanks for the info.

 

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Message 14 of 17 (455 Views)
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Re: Check out Cobalt Runner by Dr. Breadsticks (Joseph Delegado)

It's a damn shame the limitations that the PSM puts on developers. I think if they worked on setting specific targets, the PS Vita would get off the ground a lot easier than what it has so far.

 

This game looks great, and it would be sad to see it go.

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Message 15 of 17 (409 Views)
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Re: Check out Cobalt Runner by Dr. Breadsticks (Joseph Delegado)

[ Edited ]

Hey! He released some new footage of the game in action! Go check it out!

 

http://www.youtube.com/watch?v=qJR6ZGIlLMI&feature=player_embedded#!

 

http://www.moddb.com/games/cobalt-runner

 

Way to go PixelGhost! I look forward to beating everyone to the first purchase.


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Message 16 of 17 (367 Views)
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Re: Check out Cobalt Runner by Dr. Breadsticks (Joseph Delegado)

Hi:

 

Looks very nice!!!!.

 

Cheers

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Message 17 of 17 (317 Views)
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