Thursday, December 11, 2008

iP* programming tip #6

This time we are covering another fixed-function technique used in DirectX 7/8 times: Matrix Palettes support is an extension of OpenGL ES 1.1 that is supported on the iPhone.
It allows the usage of a set of matrices to transform the vertices and the normals. Each vertex has a set of indices into the palette, and a corresponding set of n weights.
The vertex is transformed by the modelview matrices specified by the vertices respective indices. These results are subsequently scaled by the weights of the respective units and then summed to create the eyespace vertex.

A similar procedure is followed for normals. They are transformed by the inverse transpose of the modelview matrix.

The main OpenGL ES functions that support Matrix Palette are
  • glMatrixMode(GL_MATRIX_PALETTE) - Set the matrix mode to palette
  • glCurrentPaletteMatrix(n) - Set the currently active palette matrix and loads each matrix in the palette
  • To enable vertex arrays
    glEnableClientState(MATRIX_INDEX_ARRAY)
    glEnableClientState(WEIGHT_ARRAY)
  • To load the index and weight per-vertex data
    glWeightPointer()
    glMatrixIndexPointer()
On the iPhone there are up to nine bones per sub-mesh supported (check GL_MAX_PALETTE_MATRICES_OES). Check out the Oolong example MatrixPalette for an implementation.

1 comment:

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