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ZaphodBeebelbrox

MD2 Rendering

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Put all your data in vertex array or dynamic VBO. It needs to be modified a bit, but it works much faster. There has been some posts how to do this in the past so I sugest you use the search function (or google if this doesn't work)

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I found few samples but they only do static models, using display lists and arrays (glDrawArray), but how to do interpolation with such implementation, and I am talknig about OpenGL only

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You can either do interpolation on CPU or use vertex program to do it. It depends on where your bottleneck is. And you should be using glDrawElements/glDrawRangeElements.

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http://www.gamedev.net/community/forums/topic.asp?topic_id=295128

heheheh, notice how i dump everything into a vertex buffer(well its just a vector then, but that gets loaded into a vertex buffer and sent to the video card), once i make sure that none of my frames are getting corrupted ;-), im going to do interpolation in a glsl program, should work out nicely, ill be using glVertexAttrib3f() (maybe thats the wrong function name, i dont have time to look it up atm though) to specify the offset into the vertex buffer, where the second bit of vertex data is, and from there i just load up the change in time (delta time) into a uniform variable, and off i go

hope that helps
-Dan

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