Hi,
Mark, I have some animated (highrez) models, no bumpmapping, but that can easily be added. Do they have to be closed?
The more the merrier! And yes, models should be 'closed' - ie: a single surface with 2 polys per edge and no lonely edges.
Just download the trial of PaceMaker
Thanks, I'll take a look at this.
The bone count issue relates to using shaders to do skinning - each bone takes up shader storage and >32ish bones blows the limit on my 'lower end' (6200!) card here when transforming both vertex position and normal/tangent (mat4+mat3 per bone). Just transforming position works for now...
I can probably help here by splitting models up into smaller chunks that require fewer bones per chunk, with a worse case of 4 bones per vertex per triangle meaning shaders will need to be able to handle at least 12 bones. Don't like the sound of generating this split though!
The bad geometry affects stencil shadowing done with the GPU. Stencil shadows done with the CPU are much less fussy as I can add a few tweaks to allow for bad geometry. I can probably improve the GPU version somewhat, but I suspect it'll always be much more sensitive than the GPU one.
The bummer about the CPU version is that it can't be used with a 'morphing' shader running on the GPU - which currently means skinning.