bobtedbob
08-06-2012, 10:40 PM
Hi
I have seen quite a few threads on similar topics so I won't go in to the how, but I wanted to ask a few quick questions to put me in the right direction.
I have a skeleton model setup with multiple bones and some meshes are skinned to one bone and some to multiple (depends on the mod as you can add lots of different body parts).
When I add animation I find the slowest bit is recalculating the new vertex positions.
Another thing to add is I currently only have opengl 1/2 code (This was done on purpose as I wanted to learn opengl from the early basics and the optimise things in the futures) and I currently calculate all the final positions of everything (so I use no push and pops)
The questions are
Is recalculating the vertices more efficiently done on the CPU or will it be better to write a shader to do the recalculation?
Are there other ways in future versions of opengl that are even more efficient?
Are there other ways in my current version of opengl that are more efficient?
Thanks
I have seen quite a few threads on similar topics so I won't go in to the how, but I wanted to ask a few quick questions to put me in the right direction.
I have a skeleton model setup with multiple bones and some meshes are skinned to one bone and some to multiple (depends on the mod as you can add lots of different body parts).
When I add animation I find the slowest bit is recalculating the new vertex positions.
Another thing to add is I currently only have opengl 1/2 code (This was done on purpose as I wanted to learn opengl from the early basics and the optimise things in the futures) and I currently calculate all the final positions of everything (so I use no push and pops)
The questions are
Is recalculating the vertices more efficiently done on the CPU or will it be better to write a shader to do the recalculation?
Are there other ways in future versions of opengl that are even more efficient?
Are there other ways in my current version of opengl that are more efficient?
Thanks