okay, im just starting out with skinning, and found this extensions that should provide useful.
What i have set up is 2 bones in a rectangle shape box.
i have gone and set the first 4 matrices to be indentity (also tried setting to camera look at matrix)
GL_MODELVIEW0_ARB -> GL_MODELVIEW3_ARB
i have set up my weights, but how do i specify what matrix which weight refers too?
say i have a vertex with 4 weights:
0.5, 0.5, 0.0, 0.0
and bone indexes:
1, 0, 0, 0
so i should get an even blend between bone 0 and 1,
but all vertex blend extension supplies is a weight?
any way, so i set my weights, and identity matrices as i just wanna see my box on screen in its default pos, but i get screwed up polys random when i move the camera?