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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