Hello, Crawler
This year, Halloween makes an early arrival. Either that, or Josh is working on animation!
Obviously this is wrong, but it's only a few lines of code away from being right, and I'll figure it out.
Skinning in the new game engine is done on the CPU. You don't have to assign a special shader to make an animated model appear, but it is slower than GPU skinning. I can distribute the load across CPU cores, but no matter what we're not going to have free skinning like we do with Leadwerks Engine 2. Unfortunately, there is no cross-platform technique to get the bone matrices to the GPU in OpenGL2/OpenGLES2. Heck, I could barely get it working on NVidia and ATI cards on Windows.
OpenGL 3+ provides a technique for handling this that is built into the specification. The vertex skinning routines are being designed for GPU skinning, so that it will be easy to adapt to OpenGL 3-4 in the future.
Ha, this one's even better:
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