Re: [osg-users] Geometry colorArray
Hi, Thanks for your advices :) I was setting the dataVariance of my normal and vertex array to Dynamic, but not on my color array. To get it works I also call dirty on my color array (before I was trying to call dirtyDisplayList on my geometry instead of dirty on my color Array, which hasn't worked). Now everything works fine :) Thanks again! Cheers, Emilie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30960#30960 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Geometry colorArray
Hi, My question may be obvious but I can't figure it out. Here's my problem: I have a (rig)geometry, with a vertexArray, a normalArray, and a colorArray (bind per vertex). Somewhere else in my code, I keep pointers to some of those values (a subset of vertices, a part of my geometry). When I modify a vertex or a normal by thoses pointers, my geometry get updated as expected. But when I modify a color, nothing happens !! What am I missing ? Thank you! Cheers, Emilie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30938#30938 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osganimation skinning
Hi, Thanks for your answer ! Yes I had already read this paper, it helps a lot. :) For Dual Quaternion skinning, I did pretty much what you said. My solution: I made a new class which inherits from RigTransform, and modify the calculation and what it's need. For the rest it is pretty much like RigTransformSoftware. It works well, but I'm not sure how clean my solution is. You are talking about hardware skinning, but I haven't look it a lot. Maybe you could help me found out the difference between rigTransformSoftware and rigTransformHardware ? And also why you think using hardware is a better start than software. Thank you! Cheers, Emilie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29013#29013 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Software vs Hardware
Hi, I would like to have some information about RigTransformSoftware and RigTransformHardware, in osgAnimation. What are the main differences and when is it good to use one versus the other !? Thank you! Emilie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28092#28092 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osganimation skinning
Hi, I have a question about skinning in osg; I am looking at the skinning exemple, and it is pretty simple : you have bones and their Inverse Bind Matrix (in skeleton space), a mesh ( TesselatedBox ) and an InfluenceMap to bind the mesh on the skeleton (with weights). Then, when an animation is launched, the mesh moves depending on bones' animation. I have made some research about linear blend skinning, and there is a formula used to calculate the new position of each vertex depending on bones. This formula implies the bindmatrix, the influence of bones (depending on their weight), etc. In the exemple (skinning), we specifies parameters (weight map, bind matrix) and the mesh position is calculated automaticaly ( I suppose the LBS formula is implemented somewhere, but I haven't seen it). My problem is that I want to implement dual quaternion skinning instead of linear blend skinning (i.e. : calculate the positions of vertex depending on bones with a different formula, but with (pretty much) the same parameters). Is there a way to do this ? At first I thought of using custom callback instead of updateBone, but I don't think this is a solution since the problem is not the update of the bone but the update of the mesh attached to it. Thanks a lot for taking the time to help me ! Emilie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27987#27987 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org