Main Page   Modules   Alphabetical List   Data Structures   Data Fields  

Bone limit
[Restrictions]

Bone limit
All skinning is performed on VU1. The default PlayStation 2 skinning pipelines have a limit of 64 matrices in the skinning palette. This limit defines the maximum number of used bones that can be used whilst rendering. All default skinning pipelines (and the legacy grouped versions) support up to 4 weight skinning :-
Splitting Pipelines
If a skinned geometry uses more the 64 bones up to a limit of 256 then the RtSkinSplit Toolkit will have to be used to recondition the geometry before it can be rendered. Once this toolkit is used to split the geometry then the following pipelines must be used, as the default skinning pipelines do not support split skins for pipeline performance reasons :-
See also:
RpPDSGetPipe, RpAtomicSetPipeline, RpMaterialSetPipeline

Criterion Software © 1993-2003 Criterion Software Limited. All rights reserved. Built Tue Apr 22 12:46:28 2003. Send Feedback
Converted from CHM to HTML with chm2web Pro 2.85 (unicode)