realXtend / tundra

realXtend Tundra SDK, a 3D virtual world application platform.
www.realxtend.org
Apache License 2.0
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Implement GPU-side mesh skinning for Ogre. #459

Open juj opened 12 years ago

juj commented 12 years ago

By default Ogre does CPU-side skinning for skeletal-animated meshes. It does not provide built-in GPU skinning (with just an option of toggling a flag).

Implement a GPU-side skinning vertex shader for Ogre to improve the rendering of skeletal animated meshes.

antont commented 12 years ago

Hm Ogre examples do have had a HW skinning demo for ages, and was it even so that ogreskel has it by default? IIRC the basic old animation demo with the ninjas for example said 'hardware skinning' in the debug info.

This seems to discuss hw skinning with Ogre, http://www.ogre3d.org/forums/viewtopic.php?f=1&t=48484

juj commented 12 years ago

Yes, using GPU skinning is possible with Ogre, but it is not automatic, and it needs to be taken into account in each material and shaders that are used in the objects. We need a method to automate GPU skinning, so that it doesn't need to be manually authored into each material and vertex shader.