How do I send a many 4x4 matrices to the vertex shader using textures in WebGL? I would like to do this fo开发者_Python百科r skeletal transformations. Doing this all in the cpu kills my frame rate.
You should not attempt to put matrices in textures. Instead, you should use uniform arrays:
uniform mat4 skelMats[X];
You can fill those uniforms as you wish. Obviously, there is a limit on the number of uniform matrices you can get out of this, but most implementations should support at least 64 matrices.
<script id ="VERTEX" type="GL_VERTEX_SHADER">
...
uniform mat4 theMatrix;
void main(void) {
gl_Position=.... }
</script>
...
<script>
...
var A_Matrix = [
x, 0, a, 0,
0, y, b, 0,
0, 0, c, d,
0, 0, -1, 0
];
var _Matrix=gl.getUniformLocation(program,"theMatrix");
gl.uniformMatrix4fv(_Matrix,false,new Float32Array(A_Matrix));
...
</script>
If you define the
uniform mat4 theMatrix;
in both the vertex and fragment shader then the matrix you set up from the initiation can be used in both shaders.
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