Point-cache animation doesn't seem too complicated, I just had two quick questions about it.
1. About how many meshes are stored per second? If say, 10 meshes are baked and saved for a duration of 1 second, does "FbxCache::Read(pChannelIndex, pTime, pBuffer,pPointCount)" just pick the mesh whose time-stamp is nearest to pTime? Or does some interpolation occur?
2. How does one sensibly load a point-cache into the GPU (in OpenGL)? My intuition says I would have to write each saved mesh into a Vertex Buffer Object and pack them together in a Vertex Array Object. Then set either some CPU or GPU logic to mimic what 'FbxCache::Read(...)'.