Has anyone a detailed tutorial(example, article) on Matrix Palette Skinning

subj.
I am new to this topic. I need a good material to learn.

I can’t find a tutorial but the principal is you load the resulting matrix for each bone that applies to the batch of verts you’re drawing and you use per vertex weights to interpolate between the transformed results. The number of supported matrixes is limited by the implementation.

AFAIK this fixed function approach has been deprecated in favor of shader based implementations, although it will reappear in OpenGL ES :frowning:

Haven’t looked into it, just thought i post the link:

http://www.codesampler.com/oglsrc/oglsrc_11.htm

Originally posted by dorbie:
AFAIK this fixed function approach has been deprecated in favor of shader based implementations, although it will reappear in OpenGL ES :frowning:
You mean GL_EXT_vertex_weighting is comming to GLES?
IIRC, we had only 2 bones. Perhaps 4.

I still have nVidia’s demo called Vertexweight written by Matt Craighead