Dual Quaternion Skinning

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Dual Quaternion Skinning

Postby devsh » Tue Jun 14, 2016 6:10 pm

NOTE: Dual Quaternion Multiplication is associative!

Coming soon.... as soon as I implement Texture Buffer Objects :D
We chose to stream mesh data from Multiple OpenGL Contexts in many threads and do the other things, not because they are easy, but because they are hard! - JFK
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Re: Dual Quaternion Skinning

Postby The_Glitch » Wed Jun 15, 2016 8:14 pm

I use shader pipeline will this work with it?
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Re: Dual Quaternion Skinning

Postby christianclavet » Thu Jun 30, 2016 5:47 pm

I had to check what was that. Here is a video explaining all of it!
https://www.youtube.com/watch?v=4e_ToPH-I5o
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Re: Dual Quaternion Skinning

Postby Vectrotek » Thu Jun 30, 2016 7:55 pm

Interesting..
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Re: Dual Quaternion Skinning

Postby The_Glitch » Sat Jul 02, 2016 4:25 pm

Can't wait Devsh :P
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