According to this nVidia CG tutorial (and my own experience) accessing uniform arrays in CG shaders with a non-constant index is either inefficient or unsupported (more often than not, unsupported it seems).
My question is; how can I circumvent this problem?
I am currently writing a GPU skinning shader in which I pass an array of bones (4x4 matrices), which I need to access using an index stored in a vertex attribute (specifically, a float4 vector who's components are cast to ints). Obviously, because of the limitations mentioned above, this doesn't work...perhaps I'm missing a better method of doing this?