Updating vertex normals (still using VBO's).
Performance is beginning to become an issue, as the vertex normals require recalculation of all adjacent surface normals. I imagine there might be a way to extract information about vertex transformations and apply them (with some cleverness) to the vertex normals–perhaps something like the parallel transport fix for twisting tubes - use neighboring vertices to calculate cheap derivatives with normals/binormals/tangents, etc. I know there is a Gem that discusses something like this for more tame/predictable deformation equations–on the GPU I believe.
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