I would like to HW accelerate my realtime skeletal skinning system, and I stumbled over this GL_EXT_vertex_weighting extension. It seems to be rather interesting, but as far as I got it, it can''t weight between more than 2 matrices per vertex ?
Now you can''t do serious skin deformation with max. 2 matrix-blends. Is there any HW out there that supports say blending between 4 matrices ? And how to access that feature ? D3D8 supports up to 4 matrices, I think, there must be a way under OGL to do the same ?
A.H aka Blueshift
Now that''s what I''d call a nice and complex extension Unfortunately it''s GeForce3 only. AFAIK, GeForce2 chipsets can hardware blend up to 4 matrices. But the vertex_weighting extension only handles 2. Isn''t there some way of using the 4 matrices on a GeForce2 ?