Indexed vertex blending - MaxVertexBlendMatrixIndex

Hello all,

I have a piece of code which would need MaxVertexBlendMatrixIndex > 0 in hal device capability to work, this has derived from one of the DirectX sdk samples.

Using an NVIDIA GeForce 6600GT based card this capability is not implemented so I'm trying to solve the problem in one the two ways : find a grafic card which support this capability (possibly NVIDIA) or using a different technique to animate a bone based model.

Unfortunately, I'm new in DirectX programming (c#) so I do not know how to proceed.

Does anyone know an NVIDIA cpu which implement such a capability ?

If not, how can I solve this problem maybe changing the programming technique but deriving from the above code ?

Thanks in advance for you help

[774 byte] By [Uro] at [2007-12-25]
# 1

I don't really have a solution as such, but a bit of info...

Have a dig around for the "cardcaps.xls" file in your installation of the SDK (think it appears in SampleBrowser as "Graphics Card Capabilities") - it contains a list of the D3DCAPS9 output for most major GPU's. It should give you an idea as to what support exists for MaxVertexBlendMatrixIndex.

I'm not 100% sure, but I don't think nvidia support that cap at all - I remember having problems with the same thing way back in D3D8.1 and the Gf4 hardware. I contacted NV who said that the same functionality (and more) can be achieved via a vertex shader...

You might be best off looking into a programmable approach. I've got a feeling you can probably abstract out both paths (programmable and fixed-function) via the Effects framework...

hth
Jack

JackHoxley at 2007-8-31 > top of Msdn Tech,Game Technologies: DirectX, XNA, XACT, etc.,Game Technologies: Graphics...
# 2

Thanks Jack,

as I told I'm new in DirectX so I was not even aware to have this document in my pc ...

This was eaxctly the information I was looking at.

Uro at 2007-8-31 > top of Msdn Tech,Game Technologies: DirectX, XNA, XACT, etc.,Game Technologies: Graphics...