gl_Position = vec4(//fixed
vertexMatrices[i0]*gl_Vertex*w0+
vertexMatrices[i1]*gl_Vertex*w1+
vertexMatrices[i2]*gl_Vertex*w2+
vertexMatrices[i3]*gl_Vertex*w3 );
}
-----
This runs in HW on my quadro 4500 and x1600.
Can you send the exact shader source you are submitting to ogl + the
source that does the submitting...
Also please test your shader in either Shader Builder or
GLSLEditorSample (/Developer/Examples/OpenGL/Cocoa/GLSLEditorSample)
or GLSLShowpiece (There is a vertex skinning example there that runs
in hw.... however it draws a rather ugly alien...)
Hope this helps....
- Nick
On Aug 10, 2006, at 5:02 PM, Mark Sibly wrote:
Hi,
I'm doing a bit of skinning in my vertex shader, something like....
Unfortunately, enabling this drops my framerate from 60FPS to
around .5, so I assume it's triggering software emulation for some
reason.
Does anyone know why, or perhaps of an alternative skining method
that doesn't slow things down to sub-custard speed?
Could be instruction count I guess, but the rest of the shader
isn't all that complex: my setup is an Intel iMac with RadeonX1600,
theoertically quite a grunty card.
Bye!
Mark
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