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captainfreedom

OpenGL hardware skinning extension in OpenGL ES 1.1

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Does anyone understand the hardware skinning extension in OpenGL ES 1.1? I looked at the example code from imagination technologies They use glCurrentPaletteMatrixOES, glMatrixIndexPointerOES and glWeightPointerOES, but I cannot figure out what's going on in the GPU. The official documentation does not make any sense to me. I would have thought that you have to tell the GPU which vertices are affected by which bones, but it says nothing about bones.

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First: I'm not familiar with ES 1.1 so this may not be much help.

However, just from the names and experience with loading skinned meshes in OpenGL and DirectX, I'd guess:

glCurrentPaletteMatrixOES is related to an array of matrices, one for each bone. An array of bones is often called a "palette." A "bone" is, in fact, just a matrix.

glMatrixIndexPointerOES is related to an array of bones indices per vertex (bone influences), i.e., which bones weight a particular vertex.

glWeightPointerOES is related to an array of bone weights applicable to each vertex.

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