   skinned mesh dx10 sdk
  Hy.I see the directx 10 tutorial on skinned mesh of the sdk.I'm not see any real prestationdifference between the 4 type of the examble , but i still develop a skinned meshes importer from collada and i would animate the mesh , the tutorial is good , but what type of skinning you advice to me between the four?I have a heavy random access of the bones matrix.Quote://--------------------------------------------------------------------------------------// SetBoneMatrices//// This function handles the various ways of sending bone matrices to the shader.//FT_CONSTANTBUFFER://With this approach, the bone matrices are stored in a constant buffer.//The shader will index into the constant buffer to grab the correct//transformation matrices for each vertex.//FT_TEXTUREBUFFER://This approach shows the differences between constant buffers and tbuffers.//tbuffers are special constant buffers that are accessed like textures.//They should give better random access performance.//FT_TEXTURE://When FT_TEXTURE is specified, the matrices are loaded into a 1D texture.//This is different from a tbuffer in that an actual texture fetch is used//instead of a lookup into a constant buffer.//FT_BUFFER://This loads the matrices into a buffer that is bound to the shader.  The//shader calls Load on the buffer object to load the different matrices from//the stream.  This should give better linear access performance.//--------------------------------------------------------------------------------------