Did anyone encounter a performance benefit using a separate VBO for only positions (ex. for depth pass, shadow mapping pass)?
Did anyone encounter a performance benefit using a separate VBO for only positions (ex. for depth pass, shadow mapping pass)?
I had a similar question at http://www.gamedev.net/topic/623448-...nd-animations/, maybe it can help you.
Please report any interesting conclusions you come to.
I think I'll go through that Collada tutorial that was linked, it seems like a great way to make myself more familiar with how animations are represented. I do like the Collada format a lot, and it does support some things that Assimp wont import, such as physics data. I haven't quite decided between Bullet and PhysX yet, but they both support Collada physics, so that's a huge plus right there. XML reading is kinda scary though... Oh well, let's give it a try.