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Anders Backman wrote:
..
> The only really good way to go to get 
> better performance is to do hw skinning...

Which needs to be done in Cal3D actually. Or, at least you need to have
an option to be able to bypass the software vertex blending done by
Cal3D. It can be done, but it is a hack at best (not calling some of the
updates for the meshes) - Cal could use some major redesign.

BTW, what is the status of ReplicantBody? Is it still being actively
developed/maintained? There has been only a very little activity
according to the commits on Sourceforge. I recall having issues with
starting and stopping actions and similar - sometimes the action will
start, sometimes it will not, etc.

You may also want to take the patch I made to Replicant for OSG 1.2 from
my web site - it fixes usage of a deprecated (and now removed) API in
the SubMesh implementation.

Jan
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