When drawing a vertex skinned model, what is the maximum number of bones per draw-call/batch for different iOS devices?
On OpenGL ES 1.1 the limit is set by the number of palette matrices, but how about OpenGL ES 2.0, what sets the limit?
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OpenGL ES 2.0 uses shaders for all of its vertex processing. So it depends on how many uniform matrices you can create. This is an implementation-defined limit, so it varies from hardware to hardware.
You can also use quaternions+position for bones instead of full matrices to save space.