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IgnisDeus

OpenGL Best way to handle animation data?

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I'm going to be loading vertex values from a binary model file, prolly about 30-50 frames, not totally more than say 10 megs. Right now I'm drawing models with OpenGL VBO, and I'm wondering if it would be smart to load the entire 10 megs into regular memory, and then swap out the vertices with the GPU memory. The series of events would look like this: Load 30 frames of model into regular memory Load frame 1 of model into VBO (GPU Memory) Draw Load frame 2 of model into VBO Repeat.... Would this increase performance as opposed to just doing a vertex list from the vertices that are in memory? Thank you.

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It would be hard to implement skeletal animation into my custom binary model format. You wouldn't know any good tutorials on bone animation from poser to maya would you? How about on how to use skeletal information? Thanks.

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skeltons are the way to go nowadays, quake3 was the last game i know of that didnt use them and even though that was 1999 its a tossup wether or not it should of used skeletons. see colada that has exporters for all modelling programs.
and prolly has examples of exporting/loading skeletons

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"see colada that has exporters for all modelling programs. and prolly has examples of exporting/loading skeletons"

What? colada?

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