Author Topic: shaders skinning  (Read 1364 times)

Offline elhoce

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shaders skinning
« on: March 25, 2012, 06:43:46 pm »

I try to make animated skinning via GLSL, I need to build VBOs with additional data such as weight and indices of joints per vertex. Because you build VBOs loading object, I'd like to know if I can do instead of JPCT, is that possible?
If not, why?
thank you

Offline EgonOlsen

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Re: shaders skinning
« Reply #1 on: March 25, 2012, 09:31:31 pm »
ATM, you can't. Simply because you don't have access to the shader that is hidden inside of GLSLShader. But here's a version that adds a getProgram()-method to GLSLShader. With that and maybe an implementation of IRenderHook, you should be able to cram into your shader whatever you have to. However, you have to make sure to setup and tear down everything correctly, because you are working behind jPCT-AE's back here...

The file: