hello,
currently trying to get matrix palette skinnin to work, and while it works fine with regular Vertex Arrays, the moment I use VBOs it doesnt work
I use vertex program & vbo combo for particles as well and there it works…
here is what I do for particle:
- bind buffers
- stream particle data using subBuffer
- set up pointers (position, normal…)
- bind program
- submit 8 extras using glProgramLocalParameter4fARB
- enable program
- render
and this here for matrix palette skinning results into a crash when trying to draw (on ati it doesnt crash but nothing is visible)
- bind buffers
- stream data to buffer (the part using software skinning)
- set up pointers (attrib6)
- bind program
- submit 80 vectors for the matrices using glProgramLocalParameter4fARB
- enable program
- set up pointers (pos,normal,color)
- render
which results into a crash
funny thing is when I set vbo to STREAM it works like for 5 frames (I see nothing so) and then it crashes with “abnormal program termination”
when I use STATIC (and I dont submit the data of software skinner) it immediately crashes on the draw call givin a memory address error.
however the same setup works with vertex array
when I dont do the 80 glProgramLocal… calls the app wont crash, but well the matrices not updated so I see nothing hehe
I know it likely aint efficient handing over so many vectors and such, but well for the moment I want to learn to make it work =)