Hi Will,
Will Steptoe wrote:
> 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?
I'm not aware of anybody, but I don't think it would be very hard.
It depends on how many geometries you're trying to morph. If the sum of
#attributes per geo * #geos to morph is less than 16 you can put them
into a single geometry (as texture coordinates or generic attributes in
2) and use the shader to just interpolate between them.
Let me know if you more details.
Dirk
P.S.: Are you using 1 or 2?
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