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


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