VertexInstanceWorldPalette Type
Per-instance vertex data for skinned hardware instancing: a 4×4 world matrix packed as four Vector4 rows plus the instance's row offset into the bone-palette texture (stream 1, instanceFrequency = 1).
Matches the SkinnedInstanced techniques in Shaders/ForwardPbr.fx and
Shaders/DepthShadow.fx: the world rows arrive on TEXCOORD1..4 (the same
VertexInstanceWorld contract) and the palette row on
TEXCOORD6 (Single
at byte offset 64). Usage indices 1–4 and 6 avoid TEXCOORD0 (owned by the mesh's own
texture coords on stream 0) and TEXCOORD5 (the per-instance color slot, used by
VertexInstanceWorldPaletteColor). The OpenGL backend
has no vertex texture fetch — there the pipeline falls back to per-instance skinned draws.
Record fields
| Record Field |
Description
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Full Usage:
PaletteOffset
Field type: float32
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The instance's row in the bone-palette texture (TEXCOORD6).
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Row 0 of the per-instance world matrix (M11, M12, M13, M14).
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Row 1 of the per-instance world matrix (M21, M22, M23, M24).
|
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Row 2 of the per-instance world matrix (M31, M32, M33, M34).
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Row 3 of the per-instance world matrix (M41, M42, M43, M44).
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Static members
| Static member |
Description
|
Full Usage:
VertexInstanceWorldPalette.Create(world, paletteOffset)
Parameters:
Matrix
paletteOffset : float32
Returns: VertexInstanceWorldPalette
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Constructs a per-instance vertex from a world Matrix and the instance's bone-palette texture row.
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Mibo