ozRocker Posted May 20, 2018 Share Posted May 20, 2018 I've been using the CPU for vertex animation which you can see in my demo here: http://punkoffice.com/fabric I'm updating all vertex positions and normals every frame then using this to update: mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, newPositions); mesh.updateVerticesData(BABYLON.VertexBuffer.NormalKind, newNormals); So basically if there's 10 frames of animation I have 10 different versions of the mesh's vertex positions and normals and I cycle through them. Yes, it can take up a lot of memory if the mesh is large or there are many frames. I'm wondering if its possible to do all this via the GPU. I guess that would require some kind of shader coding. I'm not sure how this would work, but if its possible I'll try and figure it out. Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted May 20, 2018 Share Posted May 20, 2018 hi oz if you have time (2 week )for this project we can make it and need your cloth vertex data and obj too Quote Link to comment Share on other sites More sharing options...
ozRocker Posted May 21, 2018 Author Share Posted May 21, 2018 18 hours ago, NasimiAsl said: hi oz if you have time (2 week )for this project we can make it and need your cloth vertex data and obj too yeh cool. I'm cleaning up my CPU code now so you can easily see what my processes are. Once that's done I'll get back to you Quote Link to comment Share on other sites More sharing options...
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