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Old 31st May 2005, 12:49 AM   #1
Thaellin
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Default Vertex skinning with GL_vertex_program?

I was working on a program meant to run on 1.x hardware, and had planned on using the GL_vertex_blend extension to provide hardware-accelerated vertex skinning. Unfortunately, I found that (even though it is an ARB extension) only ATI cards support it.

I'm familiar enough with glslang to manage in a 2.0 world but I know very little about the low-level shader language.

Does anyone know where I can find an example that would help me to figure out how I could implement skinning (or simply multiple modelview matrices) on the low-level programming interface exposed by GL_vertex_program?

Thanks in advance,
-- Jeff
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Old 31st May 2005, 11:52 AM   #2
Thaellin
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Assuming "program attributes" in the 1.x extension correspond to "uniform variables" in 2.0, I think I've figured this out. I was looking for a way to get a matrix into the program, but I can instead use arrays of floats.

Just needed to sleep on it, I guess.
-- Jeff
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