OpenGL skeletal model load and display, frustum culling and GPU
Budget: $30 – $250 CAD
I know that you are probably not going to read this so I made a copy for you to read again. I cannot afford something that does not work. I am using Windows 10, Visual Studio 2022 C++ and OpenGL 3.3 . I use GLEW not GLUT. I need to be able to deform a skeletal mesh within the code and not in the shader and to multiply the vertices by the model matrix and use this in the vertex buffer. So that I have access to the vertices of the deformed mesh. This should be handled in GPU code. I understand that frustum culling relates to the camera so I would like the camera to work like it has a position in 3D space and has yaw pitch and roll. I want to be able to use more than one material. I would just need to have the diffuse texture or a color so I could implement the other textures myself. I can provide a model for you to use and have a shader compiler that you could use. I can use .fbx .dae or gltf2 formats. I do not need animations. I could use remarks to be able to help navigate the code.