okay, im just starting out with skinning, and found this extensions that should provide useful.
What i have set up is 2 bones in a rectangle shape box.
i have gone and set the first 4 matrices to be indentity (also tried setting to camera look at matrix)
GL_MODELVIEW0_ARB -> GL_MODELVIEW3_ARB
i have set up my weights, but how do i specify what matrix which weight refers too?
say i have a vertex with 4 weights:
0.5, 0.5, 0.0, 0.0
and bone indexes:
1, 0, 0, 0
so i should get an even blend between bone 0 and 1,
but all vertex blend extension supplies is a weight?
any way, so i set my weights, and identity matrices as i just wanna see my box on screen in its default pos, but i get screwed up polys random when i move the camera?
hrmm knowing my luck its not gonna work with shaders, so i’d really like to get it working with out, the ATI demo still has me stumped as it looks like they draw thier whole model in 1 draw call :-/