How to do D3D-style multiple vertex stream tweening?
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?
Ive been looking around for vertex tweening too, anyways i think this should help a bit:
http://www.flipcode.com/articles/article_shadowvextrude.shtml
scoll about half way down the article, if i understand tweening, this should be it, and you could take the function names and run with them (google)
hope that helps
-Dan
http://www.flipcode.com/articles/article_shadowvextrude.shtml
scoll about half way down the article, if i understand tweening, this should be it, and you could take the function names and run with them (google)
hope that helps
-Dan
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
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?
You can do it with ARB_vertex_blend. But if your card supports VPs then go with that option (both ATi and nVidia prefer VP over vertex blend) becouse this extension is becoming obsolete.
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
-Dan
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]
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]
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement