   render one character multiple times on screen-like in dead rising or heavenly sword
  Hi therei wonder how games like dead rising do their rendering of charactersIm trying to render a character multiple time on the screen but in different animation poses..To do this i have one GL_STREAM_DRAW_ARB vertex buffer wich i update at every frame. i alo keep track of different animations i want to use. so at every frame i update my vertex buffer with the needed animationex:translate...DrawModel(anim1);translate...DrawModel(anim2);translate...DrawModel(anim3);but im not very found of this method becouse i have to recalculate the vertex multiple time - depending on the number of character i want to draw.is there a way to calculate the vertex once and then draw multiple characters in different poses?with my metod i get 80fps with 4 characters and 1 vertex buffer (differnt animations on them) (the character i use has 4300 faces);if i use 4 vertex buffer - one buffer per character - different animations - i get like 50 fps.What can you tell me about the methode used in dead rising - or other games with thousand of characters on screen? Recently i sow the gears of war 2 trailler wich has multiple character on screen - but those characters have the same animation on them ....Thanks for the helpBogdan   
  Such games use hardware skinning - ie. they send the character in base pose (hence only one vertex buffer/array) and the skeletal animation pose is calculated completely in vertex shader.   ;  thanks alot - i will look into that :) sounds good:P   