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Hands-On C++ Game Animation Programming

You're reading from   Hands-On C++ Game Animation Programming Learn modern animation techniques from theory to implementation with C++ and OpenGL

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Product type Paperback
Published in Jun 2020
Publisher Packt
ISBN-13 9781800208087
Length 368 pages
Edition 1st Edition
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Author (1):
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Gabor Szauer Gabor Szauer
Author Profile Icon Gabor Szauer
Gabor Szauer
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Table of Contents (17) Chapters Close

Preface 1. Chapter 1: Creating a Game Window 2. Chapter 2: Implementing Vectors FREE CHAPTER 3. Chapter 3: Implementing Matrices 4. Chapter 4: Implementing Quaternions 5. Chapter 5: Implementing Transforms 6. Chapter 6: Building an Abstract Renderer 7. Chapter 7: Exploring the glTF File Format 8. Chapter 8: Creating Curves, Frames, and Tracks 9. Chapter 9: Implementing Animation Clips 10. Chapter 10: Mesh Skinning 11. Chapter 11: Optimizing the Animation Pipeline 12. Chapter 12: Blending between Animations 13. Chapter 13: Implementing Inverse Kinematics 14. Chapter 14: Using Dual Quaternions for Skinning 15. Chapter 15: Rendering Instanced Crowds 16. Other Books You May Enjoy

Creating an animation texture

In this section, you will implement all the code needed to work with floating-point textures in a AnimTexture class. Each AnimTexture object will contain a 32-bit floating point RGBA texture. There will be two copies of this data: one on the CPU and one uploaded to the GPU.

The CPU buffer is kept around to easily modify the contents of the texture in bulk before saving it to disk, or uploading it to OpenGL. It keeps the API simple at the cost of some additional memory.

There is no standard 32-bit texture format, so saving and writing to disk will simply dump the binary contents of the AnimTexture class to disk. In the next section, you will begin to implement the AnimTexture class. This class will provide an easy-to-use interface for implementing 32-bit floating-point textures.

Declaring the AnimTexture class

Animation textures are assumed to always be square; the width and height don't need to be tracked separately. It should be enough...

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