sebastiend wrote:
Volker wrote:
In case of hardware skinning the animation transformation is changed only on the graphics card's memory, so the vertices are unchanged on the main memory.
Does this mean two vertex buffers exist each for one node?
I'm not an expert on those topics myself, but as fas as I understood it, and without doing some investigations in the code, there is only one vertex buffer and the vertex transformation will be applied in the shader.
sebastiend wrote:
This also doesn't answer to how is given a position in 3D space to these vertices.
You have a transformation given by the scene graph node that will be applied to the Mesh as a whole. If you have per vertex transformations e.g. for morph targets or when using software skinning the geometry resource will be cloned and it's vertices are transformed by the CPU in main memory (see line 341 in egModel.cpp for the code for cloning the vertex data)