Hi, I just commited a big update about osgAnimation. It contains a cleanup of some class name related to Timeline, i split all Actions in differents file for better usability. I Refactored RigGeometry class to support hardware and software skinning. The default implementation is software because most of the time (because of shader) the hardware implementation needs to be customized and can't fit for each usage. I added an example osganimationhadware to demonstrate how to setup the hardware implementation. I also remove the computation of bounding box for the RigGeometry in all case. Be default setting a setComputeBoundingBoxCallback(new ComputeBoundingBoxCallback); Disable the computation using vertex array. If you want to restore computation computation of the bounding box as before simply setComputeBoundingBoxCallback(0);
I updated and added new model to work with hardware implementation: - nathan.osg has now a bounding box to show how to set a bounding box on a bone to fit the character motion. - bignathan.osg is the same mesh with more vertex and only one mesh for the entire body. to test a bit: osganimationhardware --software --number 15 nathan.osg #software test osganimationhardware --number 15 nathan.osg # hardware test osganimationhardware --software --number 15 bignathan.osg osganimationhardware --number 15 bignathan.osg those data and example are not yet in the trunk so you can get them from http://hg.plopbyte.net/osg-data/ http://hg.plopbyte.net/osg-trunk/ dont hesitate to report feedback Cheers, Cedric -- +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net
signature.asc
Description: This is a digitally signed message part
_______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org