Hello! So as the title says animated models I am loading and displaying are throbbing slightly; growing larger and smaller like a breathing lung. As cool as it is, dosen't look good on solid objects and is rather cartoony.
A little info, im using C++ and OpenGL with GLSL. Loading the models and animation data with my own routines and pre-comuting the animation(skeletal animation) and storing all frames of the model as individual VBO's. I then bind two sets of vertex data to my shader(s), the current frame and next frame, and interpolate between the two smoothly over time using the GLSL fuction mix() and a uniform float for the interpolation value. Then the W component of my vertex is set to 1 in the shader before calculating gl_Vertex. If i take away the mix() function and flash frame to frame there is no pulsating effect, so I beleive my data to be correct going in.
I know the way I am storing and sending information is just awful and bad, but in practice it should work fine... right?