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That can work. But, it's slow. The way this has been done is to not modify the buffers and instead do the work in the vertex shader. The vertex shader sends the skinned verts straight to the triangle rasterizer and then then are never needed again. So, no need to read-modify-write the buffer just to have the rasterizer read it back again.


yeah, I figured that should be a better solution.

I was using ThinMatrix [1] videos as guidelines when I was creating my engine. I'll take a look in how he implemented animations. Thank you.

1 - https://www.youtube.com/user/ThinMatrix




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