Well, im pretty much a ogl newbie but i got a follow-up question. I believe I have read that skeletal animation is pretty cpu intensive, but i cannot confirm this. Is this true? In other words, which would be the simpler solution, for someone like a newbie getting into models, to implement?
I have the new gdnet book: opengl game programming and know a md2 loader is included, i just havnt read the chapter and havnt noticed if it includes info on animating the different frames of the quake2 model.
(im sure nikopol wanted a lil more informative answer then yes)
Where Delta is a value between 0.0 and 1.0 . As to skeletal animation being pretty cpu intensive, yeah, it is, but not too intensive on nowaydays CPU''s. You even have the opportunity to let these run in hardware on next generation graphics accelerators (GeForce3, etc.) using vertex shaders. The simpler solution to implement is definitely the keyframe-solution, you don''t have to worry about all that quaternion stuff, the data organization, etc. so better try this one.