Hi,

I am using the LinearCombinerGeometry contrib class to deform geometry. The
application is to enable morphing avatar heads for facial expressions and
blinking etc.

I have run into a performance issue with some of my more complex (~40k poly)
models, as performance drops to about 5fps.

I am fairly new to shaders and GLSL, but think it's probably the best
solution to bump up the frame-rate.

There are some examples in the OpenSG tutorials of shaders for standard
geometry. However, I assume that a shader supporting morphing
LinearCombinerGeometry meshes be more complex. (A LinearCombinerGeometry
object contains two or more vrml files and blends vertex positions depending
on weights, so 0.5, 0.5 would deform the mesh to be in the 'middle' of two
input meshes.)

Has anyone done this before or can give me advice?

Thanks,
Will

-- 
William Steptoe
Computer Graphics and Virtual Environments
Department of Computer Science,
University College London.
Web: www.cs.ucl.ac.uk/staff/w.steptoe
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