It is no the skinning it is the fat that using user buffer that make slow sine it has to copy the same buffer over an over to teh GPU and make about a hundred time slower.
to fix that I am re enbling the shader, I al;ready have the basi scene rendering using shader, but I found a problem that at first I thous I was doing some wrong, but after testion I conclude that some does no seems right whn use a shader and the scene overall look darker.
I simply the shade to just draw the solid color lower that 1.0 and set it to 0.5
and is very dark wit the shder buy is brighte wi teh fix pipe. hwoever is I use 1.0 then teh scene is equally bright, it is as if the shader fragment by pass the Gamma correction.
I committed the test, in case anyone want to test.
what is commite render teh scen using teh shader. but if you go to file
...\demosSandbox\sdkDemos\DemoMesh.cpp and comment the first line that set the shader program
then is will use the fix pipe line.
- Code: Select all
void DemoSubMesh::OptimizeForRender(const DemoMesh* const mesh) const
{
// glUseProgram(m_shader);
// glUniform1i(glGetUniformLocation(m_shader, "texture"), 0);
you will see the scen is far brighter, this befoem a real problem because and amine of 0.5 is too hight when using realitic values the scene is almos black with few highlight.
some is wrong but I cant find what it is.