Hi all, I'm working on a code to do a software skinner (bone/skin animation), and I'm at the "optimization" phase (the skinner works pretty well and skin a 4900 triangles mesh with 22 bones in 1.09 ms on a Core Duo 2 Ghz (notebook)). What I need to know is :
1) Can someone show me the way (maybe with pseudocode) to transform a float3 (array of 3 float) (representing a coordinate) against a float4x3 matrix?
2) Can someone show me the way (maybe with pseudocode) to transform a float3 (array of 3 float) (representing a normal) against a float3x3 matrix?
I ask this as i know that in the skinning process you can avoid to use part of the matrix without getting any change in the animation process. (So to recover some elaboration time)
Thanks!