OpenGL ES 2.0 Vertex skinning maximum number of bones?

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When drawing a vertex skinned model, what is the maximum number of bones per draw-call/batch for different iOS devices?

On OpenGL ES 1.1 the limit is set by the number of palette matrices, but how about OpenGL ES 2.0, what sets the limit?

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4
Nicol Bolas On BEST ANSWER

OpenGL ES 2.0 uses shaders for all of its vertex processing. So it depends on how many uniform matrices you can create. This is an implementation-defined limit, so it varies from hardware to hardware.

You can also use quaternions+position for bones instead of full matrices to save space.

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Steven Haggerty On

From iOS 7 you can access the texture units from the vertex shader, so you can make a texture, fill it with your matrices and access the matrices from your vertex shader. This will allow many more matrices to be accessed, at the expense of a more complex implementation.