Dynamically sized arrays in OpenGL ES vertex shader; used for blend shapes/morph targets
问题 I'm about to do an Opengl ES implementation of blend shapes/morph targets and I'm not quite sure about the best way for me to do this. The problems I am facing is that I want the interpolation of the vertex data to occur on the GPU but I also want the number of blend shapes to be arbitrary. To clarify, I do not want my vertex shader to look like this: Glitchy Facial Morph Target Animation in OpenGL (C++). The problem with this implementation is that the number of meshes to blend between is