My god, forward this post to one of your main programmers; for the sake of your companies benefit, if s/he doesn't get it, then your shit out luck. I appreciate you guys replying at all; I have nothing more to say on this.
Specifically:
" I'm sure you guys aren't the programmers but Quote,"If a vertex is influenced by 4 bones, then 4 floats are stored for that vertex in the setup pose, current pose, and every key."
Instead of using an array-float for each bone/vertex, why don't he just have the necessary base floats, to form a grid of information. So when he uniforms out the information, its just calculated with these floats. You can do this by having a hexadecimal code to distribute the number sequence, and if the sequence is to long for the Shader to calculate, add an additional float then. A lot of programs use something similar to this when calculating colors for Shaders ^-^ "
I'm describing methods of utilizing GPU to do the CPUs job,
I obviously haven't read your code; but from my experience, if there's a leak, the programmer should have the knowledge to already know of its origin; they're just limited on methods to properly distribute the information. (Given, s/he followed the entire script, instead of just managing a portion)
Sorry for being snippy; I was deciding on not sending anything, but you guys made such a good program, I want to support you, regardless of my patience.
I already said I'm not sending anything, I was not trying to explain the issue in that portion. This is all I said toward the issue:
" Actually, then it is Mesh Deforms; like I said, "It could be the image, since I'm stretching ( let's say ) a 64x64 box out to 1080x1080 with several vertices." That would explain the data dump "