I took a very small dive into the library in order to understand what happens under the hood when I use skeletons and skinned meshes.
Am I correct to assume that only GPU skinning is supported (via matrix palettes and bone textures)?
Afaik, some older phones have a max of 256 or even 128 vertex uniforms. Doing the math here, that’s about 59 bones or 27 bones on these devices.
There’s also a code path for using a bone texture, but it requires OEM_FLOAT_TEXTURE, which is also not available on some older phones (~60% support).
If using >59 or >27 bones with no float texture support, both of these code paths fail. Is there a fallback for CPU skinning?
I can’t seem to find references in the code or any discussions about this anywhere