HI Erik, You could possible use a separate uniform to encode each of the matrices and then accumulate these in the shader. However, this would be very hardwired.
Have your look at osgAnimation, perhaps it can provide so appropriate hooks. Robert. On Tue, Jan 12, 2010 at 12:16 PM, Erik Jonsson <[email protected]> wrote: > Hi, > > I'm working on a project where I would like to have my nodes animated with a > vertex shader. I have a bone system where the bones are connected with > MatrixTransform's working as joints. > > My goal is to animate a large bone system so I would like to animate the > nodes on the GPU, it works fine when I implement it on the CPU with update > callbacks on the nodes, but with alot of bones the fps drops low. > > I'm not sure how I can do the implemention on the GPU. Can I send the > transform matrices to the shader and update them according to the > hierarchical structure in some way? > > Thanks > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=22445#22445 > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

