General

Community Lounge

Community Lounge

Reply
Level 7
 

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,

Please use plain text.
Message 11 of 17 (425 Views)
Reply
0 Kudos
Level 1
 

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. 

Please use plain text.
Message 12 of 17 (424 Views)
Reply
0 Kudos
Level 7
 

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,

 

Please use plain text.
Message 13 of 17 (416 Views)
Reply
0 Kudos
Level 7
 

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.

 

Please use plain text.
Message 14 of 17 (413 Views)
Reply
0 Kudos
Level 1
 

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.

Please use plain text.
Message 15 of 17 (367 Views)
Reply
0 Kudos
Level 4
 

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.


Please use plain text.
Message 16 of 17 (325 Views)
Reply
0 Kudos
Level 7
 

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

Hi:

 

Looks very nice!!!!.

 

Cheers

Please use plain text.
Message 17 of 17 (275 Views)
Reply
0 Kudos