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208

answers:

2

I'm currently trying to make a simple model viewer for the iPod Touch, and I managed to render the model meshes where vertex blending is not performed (that is, mesh is attached to a single skeleton bone matrix).

In cases were a mesh use weights to perform blending, is there a way to do it in the ipod Touch using OpenGL ES 1.1?

thanks in advance

A: 

There's no hardware support for vertex blending but you can always do the blending yourself on the CPU. Here's a link to a VFP optimized math library.

Andreas Brinck
+1  A: 

If the implementation you’re running on supports OES_matrix_palette (which should be the case on every iPhone and iPod touch so far), you can transform each vertex by a weighted mix of a few matrices from a palette. The maximum number of matrices per vertex and palette size are implementation-dependent, but the spec mandates at least 3 matrices from a palette of at least 9.

On newer devices, matrix palette transformation is always performed on the GPU. On older hardware, you may wind up with a software fallback if you enable more than 2 fixed-function lights. You may still want to consider using your own software vertex transformation if vertex size becomes a bottleneck on older devices.

Pivot
thanks for the information.now I know i have a alternative method, depending on my application constraints.
Jeffrey Chee