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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

PaletteOffset

Full Usage: PaletteOffset

Field type: float32

The instance's row in the bone-palette texture (TEXCOORD6).

Field type: float32

Row0

Full Usage: Row0

Field type: Vector4

Row 0 of the per-instance world matrix (M11, M12, M13, M14).

Field type: Vector4

Row1

Full Usage: Row1

Field type: Vector4

Row 1 of the per-instance world matrix (M21, M22, M23, M24).

Field type: Vector4

Row2

Full Usage: Row2

Field type: Vector4

Row 2 of the per-instance world matrix (M31, M32, M33, M34).

Field type: Vector4

Row3

Full Usage: Row3

Field type: Vector4

Row 3 of the per-instance world matrix (M41, M42, M43, M44).

Field type: Vector4

Static members

Static member Description

VertexInstanceWorldPalette.Create(world, paletteOffset)

Full Usage: VertexInstanceWorldPalette.Create(world, paletteOffset)

Parameters:
    world : Matrix
    paletteOffset : float32

Returns: VertexInstanceWorldPalette

Constructs a per-instance vertex from a world Matrix and the instance's bone-palette texture row.

world : Matrix
paletteOffset : float32
Returns: VertexInstanceWorldPalette

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