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Promit

How to do D3D-style multiple vertex stream tweening?

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This is basically 2 questions: 1) Is it possible to do D3D style vertex tweening across multiple vertex streams in the fixed function TnL, without using a vertex shader? If yes, how? 2) How would I do it in a vertex shader?

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in a vertex shader I guess it would just be a case of binding one stream to one input, the other to another, giving it a time in a float and working out the position the resulting vertex would be in

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Quote:
Original post by _the_phantom_
I guess it would just be a case of binding one stream to one input, the other to another


Right, same as D3D. Just one little detail -- how do I do this in OpenGL?

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AH, never though of that, i always hear fragment program... so that never crossed my mind... :-/ while im busy asking about simple stuff, whats CVA something vertex array, compiled?
-Dan

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yes, CVA = Compiled Vertex Array, basicaly an extension which lets you 'lock' a VA which tells the driver it can cache the infomation if it wants coz it wont be changing until you unlock it.

Promit, as to how you bind multiple streams, well it depends on how you do it, ARB_vertex_blend is one way and how its done with a Vertex Program is API specific so you'd have to look up how to pass per vertex attributes to your API of choice [smile]

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CVA = compiled vertex array
VBO = vertex buffer object

any other silly acronym questions that IRC would've answered in five seconds? [wink]


Anyway...how does one bind multiple streams in GL?

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