OpenGL : Bone Animation, Why Do I Need Inverse of Bind Pose When Working with GPU?
问题 I implemented an MD5 Loader with software skinning. Bind pose in md5 is final, absolute position and rotations, you just need to do computations for weights which are joint dependent. I tried to implement GPU skinning but i am stuck at a point. Since these coordinates are final, why can't i just convert my 3d vectors and quaternions into a matrix and just upload it to the shader ? As I have read here : http://3dgep.com/?p=1356 , i need to multiply my skeleton with inverse of the bind pose.