I'm currently creating a skeletel deformation app for humanoid meshes (.obj)
You can find it at : http://users.pandora.be/eric.garrein
I used the openGL API and Visual C++ 6
It currently runs at 80-85 FPS on PIII-667 with TNT2 and win98SE
And 60 FPS on win2000
What causes this huge framecount difference ?
I would like to export the animations and have a class to load the model and
animations for use in games. What would you people suggest : frame animation
or realtime skeletal animation export. I need to get fastest possible
framerate (use in games).
I noticed that while realtime deforming the mesh, the framerate lowers by
about 5-10 frames per second...
I think I really need to speed up the app !!!
I use an Unreal mesh for testing which has 500 faces, when I draw 3 times
the same mesh on-screen the framerate plunges from 60 fps to 30 fps on
win2000. If I would like to use this in games, then this really has to be
speed up !!!
Or just reply here
Thanks very very much