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Render instanced, skinned mesh animation, basically each instance has it's owner transformation matrix, as well as a set of bone matrices, written to the GPU, but a single drawIndexedInstanced call, renders 20 instances,each containing 32 bones max.
This example demonstrates how to render up to 20 SkinnedMeshes, all performing different animations and moving in different direction, with different rotations, using a single draw call, using instanced, indexed drawing. (Bump Mapped models used as well).
Previous Example: [http://alwyndippenaar.blogspot.com/2011/11/skinned-mesh-animation.html]
Source Code : InstancedSkinnedMeshAnimation
This example uses the same shaders (textuerdLight.fx) and header(alFrmTest.h) and window initialisation(alFrmTest.cpp) as the previous example, and will not be explained in this example.
Only the differences between the prvious and instanced skinned mesh animation example will be explained.
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