So I've concluded that there is extra scaling occurring via the skeleton that
we have within our model.
It seems that our skeleton and our geometry are on two different scales and the
geometry is getting scaled up on the shader to match the skeleton's dimensions.
I think the fix is to match
I don't have requirements to test it by myself but can give you some insight
about the vertex shader
gl_ModelViewMatrix in the shader should embed the matrix scale your talking
about (try to remove it from the shader if the result is the same-wich in
doubt- then your scaling transform is
Thanks for the attention Julien.
I'm setting my initial bound for the drawable equal to the computeBound()
returned by the initial geometry, which gives me radius = 20. This calculation
does not have the scale applied to it.
The character (a whale in this example) renders with dimensions
Hi Steve
You say to have a transform scaling x0.1
so you want that shrink your rig...
But you seams not to want the initial bound to be shrink as well
I don't understand what you're doing?
If you want to compute correctbound of a HWskinned rig from the CPU the
solution is to merge both SoftWare
I understand this completely and realize that compute bound will return
something incorrect since the vertices are manipulated on the vertex shader.
I might have misrepresented my issue.
Even if I set the initial bound to be something I believe is correct... lets
say radius=20. The problem is
Hi Steve,
I hope it's the last time i explain that:
-Do you know how hardware skinning work?
If it's the case you know that transformation are managed through vertex
shader, so you can't expect osg to keep track of correctly transformed bounds
-Have you look at RigGeometry constuctor?
in
I've recently run in to what I believe is a bug.
I'm currently using hardware skinning to animate a character and I'm having
some issues with the bounding box calculation of the character.
It seems that applying a scale transform in a parent MatrixTransform is giving
me the wrong bounding box
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