[x3d-public] HAnim and glTF skins
John Carlson
yottzumm at gmail.com
Thu Nov 29 07:48:50 PST 2018
> Implementing HAnim vertex wise deformation ultimately needs to be in
>> vertex shaders. This may actually mean using a glTF skin representation
>> since it is perhaps more shader friendly.
>>
>> -Andreas
>>
>
I would be willing to take a shot at writing a shader if someone can write
a portable interface to the vertex shaders. What are the uniforms,
varyings, related vertexes, indices etc. I’m assuming we want glPosition
and glNormal as outputs for now. I also assume we want to use WebGL.
I’ve never worked with arrays in vertex shaders, but I have worked with
matrices.
John
John
>
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