A while ago I had posted asking about various extensions that I thought handled skeleton animation and I was told that they were obsolete and it was generally done with vertex shaders. I put the problem aside and went to work on other things, but now I need to finish skeleton animation.
My question is, how is the accepted shader setup for this?
My thoughts were to have weights and indices stored as vertex attributes and then sent along with the other vertex information, and the matrices would have been set using calls to glUniformMatrix (i think that’s the correct method), and finally calculations would be standard and easily discovered online.
However it seems that if I wanted to have a skeleton of any decent size, updating the matrices each frame, and each model, could get quite expensive. On a related note, how fast are glUniform() and glUniformMatrix() calls, and on average, about how many bones are in a skeleton used for a model in a game?
Thanks a lot