Microsoft DirectX 8.0 (Visual Basic) |
A set of eight to ten matrices can be loaded into the constant registers as a palette. Then each processed vertex can be transformed by a subset of these matrices and blended into a final result using a vertex-level weight. One convenient implementation is to use a packed 4-byte integer array to store the matrix palette addresses of four matrices influencing the vertex. A standard 4-D component, such as a Microsoft® DirectX® 7.0 texture coordinate set, can contain the four weights used to blend those matrices.