Hi
 
RigTransformSoftware is not a node, it is helper class which implements skinning animation inside RigGeometry (which is not a node either, its drawable).
Just dont touch vertex positions array and use gl_Vertex in shader instead of your position attribute (dont do this: geom->setVertexAttribArray(0, vertex_data_array); ). So your example vertex shader will look like this:
attribute vec4 color_attribute;
varying vec4 color;
void main(){
color = color_attribute;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
 
 Cheers.
06.09.2012, 21:28, "Peterakos" <hay...@gmail.com>:
Hello.
First of all the SceneGraph that is created after i read the dae file doesnt have any RigTransformSoftware node. 
Does that mean the values in the vertex array in the rig geometry will stay the same during the program execution (and they will never get the updated value) ?
In order for me to pass to the shader's position_attribute the correct updated value what do i have to do ?
Do i have to call setVertexAttribArray in every loop, passing the as parameter the udapted values ?
Is there any way to received these updated vertex positions without using the RigTransformSoftware and without having to multiply with the transformation matrices i received from bones ??
Thnx again and sorry for the long thread.
 
,

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