Opengl Es 3.0 Matrix Array Only Using First Matrix
I am doing GPU skinning in my vertex shader which works fine on PC, and which I'm porting to Android. My vertex shader is below, and the problem is that the creation of the matTran
Solution 1:
In the end this looks to be a limitation of the Adreno driver, which doesn't support indexing a uniform array of matrices without a constant integer contrary to what is mandatory within the OpenGL ES spec. A workaround however is to just use a uniform array of vec4s, as it does seem to support indexing these with variables (as is done within their SDK).
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