   Interpolated Meshes Extension
  I have an idea for an extension to GL, and am wondering if such an extension, or something like it, already exists...The notion is that when one renders a vertex array, you can specify two equal-sized lists.   glDrawArraysLerpEXT(GLenum mode, GLint first1, GLint first2,GLsizei count, GLdouble weight).Now, when a vertex is taken from an array to be drawn, vertices first1 and first2 are extracted and blended together according to the weight: first1 * (1 - weight) + first2 * weight.The intention is that keyframes for interpolated meshes are stored in a vertex array (which might be held in VRAM), and the stages between keyframes can be rendered without having to transfer any geometry to the card.Even if the interpolation keyframes are generated at runtime, as for a skeletal mesh, one can still reduce the amount of geometry transferred.In principle, one could process skeletal meshes on the hardware, but I suspect that''ll have to wait for OpenGL 2.0.   Best viewed with irony.Hail Eris! All fnord hail Discordia! 
  That is an interesting idea, but i think a vertex program should be  able to do it. They have been standard for a while, since openGL 1.4 was finished. 