Re: [osg-users] [osganimation branch] Review, test, critics

2017-11-10 Thread Julien Valentin
Thanks Raymond
I pr the branch to master
Cheers


reedev wrote:
> Hi Julien, Robert,
> 
> The fix in the osganimation branch is working with VS2015 too. Fyi, the 
> original nathan.osg in git is also working ok. Nice :-)
> 
> Cheers,
> Raymond
> 
> 
> 
> 
> On 11/6/2017 7:40 AM, Raymond de Vries wrote:
> 
> 
> >   Hi Julien,
> > 
> > Thanks for sharing. I will look at it this week, hopefully others can jump 
> > in too.
> > 
> > Cheers,
> > Raymond
> > 
> > 
> > 
> > On 11/3/2017 8:08 PM, Julien Valentin wrote:
> > 
> > 
> > >  
> > > > reedev wrote:
> > > > 
> > > > > Hi Julien,
> > > > > 
> > > > > Could you let me/us know to which mail you attached your modified 
> > > > > nathan? I can't find it. Can you let me/us know or send it directly?
> > > > > 
> > > > > Cheers
> > > > > Raymond
> > > > > 
> > > > > 
> > > > > 
> > > > > On 11/2/2017 7:30 PM, Julien Valentin wrote:
> > > > > 
> > > > > 
> > > > > > Hi
> > > > > > I'm a bit concerned about the nathan.osg compatibility with 
> > > > > > RigTransHW..
> > > > > > I attached in my last a modified version of nathan (without shared 
> > > > > > ss) that should work (and so would replace the current one in 
> > > > > > osgdata).
> > > > > > 
> > > > > > I would be glad if Raymond (or other) could validate this model 
> > > > > > (ideally under win32) with the following tests
> > > > > > softwaretest : osganimationviewer nathan2.osg
> > > > > > HWtest:  osganimationhardware --number 1 nathan2.osg
> > > > > > (Don't forget I changed the maxnumbones type from int to uint in 
> > > > > > skinning.vert )
> > > > > > Once these tests validated elsewhere than my computer, It will 
> > > > > > confort me in the validity of the branch so i can make PRs to 
> > > > > > master (and to osgdata).
> > > > > > 
> > > > > > Cheers
> > > > > > 
> > > > > > 
> > > > > > robertosfield wrote:
> > > > > > 
> > > > > > 
> > > > > > > Hi Raymond & Julien,
> > > > > > > 
> > > > > > > On 2 November 2017 at 14:17, Raymond de Vries < ()> wrote:
> > > > > > > 
> > > > > > > 
> > > > > > > 
> > > > > > > > I have not seen any issues in our own use of the osgAnimation. 
> > > > > > > > We tested in a few different setups and all seems ok.
> > > > > > > > 
> > > > > > > > The only thing is that the example did not work for me with 
> > > > > > > > Visual Studio 2015, while it does work for Julien.
> > > > > > > > 
> > > > > > > > 
> > > > > > > > 
> > > > > > >  Thanks for the testing.
> > > > > > > 
> > > > > > > 
> > > > > > > Julian, if you feel osganimation is now ready could you generate 
> > > > > > > a PR for the branch and I'll go ahead and merge it.
> > > > > > > 
> > > > > > > 
> > > > > > > Cheers,
> > > > > > > Robert.
> > > > > > > 
> > > > > > > 
> > > > > > > 
> > > > > > > --
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> > > Hi Julien,
> > > 
> > > Could you let me/us know to which mail you attached your modified 
> > > 

Re: [osg-users] [osganimation branch] Review, test, critics

2017-11-10 Thread Raymond de Vries

Hi Julien, Robert,

The fix in the osganimation branch is working with VS2015 too. Fyi, the 
original nathan.osg in git is also working ok. Nice :-)


Cheers,
Raymond




On 11/6/2017 7:40 AM, Raymond de Vries wrote:

Hi Julien,

Thanks for sharing. I will look at it this week, hopefully others can 
jump in too.


Cheers,
Raymond



On 11/3/2017 8:08 PM, Julien Valentin wrote:

reedev wrote:

Hi Julien,

Could you let me/us know to which mail you attached your modified
nathan? I can't find it. Can you let me/us know or send it directly?

Cheers
Raymond



On 11/2/2017 7:30 PM, Julien Valentin wrote:


Hi
I'm a bit concerned about the nathan.osg compatibility with RigTransHW..
I attached in my last a modified version of nathan (without shared ss) that 
should work (and so would replace the current one in osgdata).

I would be glad if Raymond (or other) could validate this model (ideally under 
win32) with the following tests
softwaretest : osganimationviewer nathan2.osg
HWtest:  osganimationhardware --number 1 nathan2.osg
(Don't forget I changed the maxnumbones type from int to uint in skinning.vert )
Once these tests validated elsewhere than my computer, It will confort me in 
the validity of the branch so i can make PRs to master (and to osgdata).

Cheers


robertosfield wrote:


Hi Raymond & Julien,

On 2 November 2017 at 14:17, Raymond de Vries < ()> wrote:



I have not seen any issues in our own use of the osgAnimation. We tested in a 
few different setups and all seems ok.

The only thing is that the example did not work for me with Visual Studio 2015, 
while it does work for Julien.



Thanks for the testing.


Julian, if you feel osganimation is now ready could you generate a PR for the 
branch and I'll go ahead and merge it.


Cheers,
Robert.



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Re: [osg-users] [osganimation branch] Review, test, critics

2017-11-05 Thread Raymond de Vries

Hi Julien,

Thanks for sharing. I will look at it this week, hopefully others can 
jump in too.


Cheers,
Raymond



On 11/3/2017 8:08 PM, Julien Valentin wrote:

reedev wrote:

Hi Julien,

Could you let me/us know to which mail you attached your modified
nathan? I can't find it. Can you let me/us know or send it directly?

Cheers
Raymond



On 11/2/2017 7:30 PM, Julien Valentin wrote:


Hi
I'm a bit concerned about the nathan.osg compatibility with RigTransHW..
I attached in my last a modified version of nathan (without shared ss) that 
should work (and so would replace the current one in osgdata).

I would be glad if Raymond (or other) could validate this model (ideally under 
win32) with the following tests
softwaretest : osganimationviewer nathan2.osg
HWtest:  osganimationhardware --number 1 nathan2.osg
(Don't forget I changed the maxnumbones type from int to uint in skinning.vert )
Once these tests validated elsewhere than my computer, It will confort me in 
the validity of the branch so i can make PRs to master (and to osgdata).

Cheers


robertosfield wrote:


Hi Raymond & Julien,

On 2 November 2017 at 14:17, Raymond de Vries < ()> wrote:



I have not seen any issues in our own use of the osgAnimation. We tested in a 
few different setups and all seems ok.

The only thing is that the example did not work for me with Visual Studio 2015, 
while it does work for Julien.



Thanks for the testing.


Julian, if you feel osganimation is now ready could you generate a PR for the 
branch and I'll go ahead and merge it.


Cheers,
Robert.



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Re: [osg-users] [osganimation branch] Review, test, critics

2017-11-03 Thread Raymond de Vries

Hi Julien,

Could you let me/us know to which mail you attached your modified 
nathan? I can't find it. Can you let me/us know or send it directly?


Cheers
Raymond



On 11/2/2017 7:30 PM, Julien Valentin wrote:

Hi
I'm a bit concerned about the nathan.osg compatibility with RigTransHW..
I attached in my last a modified version of nathan (without shared ss) that 
should work (and so would replace the current one in osgdata).

I would be glad if Raymond (or other) could validate this model (ideally under 
win32) with the following tests
softwaretest : osganimationviewer nathan2.osg
HWtest:  osganimationhardware --number 1 nathan2.osg
(Don't forget I changed the maxnumbones type from int to uint in skinning.vert )
Once these tests validated elsewhere than my computer, It will confort me in 
the validity of the branch so i can make PRs to master (and to osgdata).

Cheers


robertosfield wrote:

Hi Raymond & Julien,

On 2 November 2017 at 14:17, Raymond de Vries < ()> wrote:


  I have not seen any issues in our own use of the osgAnimation. We tested in a 
few different setups and all seems ok.

The only thing is that the example did not work for me with Visual Studio 2015, 
while it does work for Julien.



Thanks for the testing.


Julian, if you feel osganimation is now ready could you generate a PR for the 
branch and I'll go ahead and merge it.


Cheers,
Robert.

  


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Re: [osg-users] [osganimation branch] Review, test, critics

2017-11-02 Thread Raymond De Vries
Hi Julien, 

Just a quick one for now: I will check out your suggestion tomorrow asap.

Cheers
Raymond


> On Nov 2, 2017, at 19:30, Julien Valentin  wrote:
> 
> Hi
> I'm a bit concerned about the nathan.osg compatibility with RigTransHW..
> I attached in my last a modified version of nathan (without shared ss) that 
> should work (and so would replace the current one in osgdata).
> 
> I would be glad if Raymond (or other) could validate this model (ideally 
> under win32) with the following tests
> softwaretest : osganimationviewer nathan2.osg 
> HWtest:  osganimationhardware --number 1 nathan2.osg
> (Don't forget I changed the maxnumbones type from int to uint in 
> skinning.vert )
> Once these tests validated elsewhere than my computer, It will confort me in 
> the validity of the branch so i can make PRs to master (and to osgdata).  
> 
> Cheers
> 
> 
> robertosfield wrote:
>> Hi Raymond & Julien,
>> 
>>> On 2 November 2017 at 14:17, Raymond de Vries < ()> wrote:
>>> 
>>> I have not seen any issues in our own use of the osgAnimation. We tested in 
>>> a few different setups and all seems ok.
>>> 
>>> The only thing is that the example did not work for me with Visual Studio 
>>> 2015, while it does work for Julien.
>>> 
>> 
>> 
>> Thanks for the testing.
>> 
>> 
>> Julian, if you feel osganimation is now ready could you generate a PR for 
>> the branch and I'll go ahead and merge it.
>> 
>> 
>> Cheers,
>> Robert.
>> 
>>  
>> 
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-11-02 Thread Julien Valentin
Hi
I'm a bit concerned about the nathan.osg compatibility with RigTransHW..
I attached in my last a modified version of nathan (without shared ss) that 
should work (and so would replace the current one in osgdata).

I would be glad if Raymond (or other) could validate this model (ideally under 
win32) with the following tests
softwaretest : osganimationviewer nathan2.osg 
HWtest:  osganimationhardware --number 1 nathan2.osg
(Don't forget I changed the maxnumbones type from int to uint in skinning.vert )
Once these tests validated elsewhere than my computer, It will confort me in 
the validity of the branch so i can make PRs to master (and to osgdata).  

Cheers


robertosfield wrote:
> Hi Raymond & Julien,
> 
> On 2 November 2017 at 14:17, Raymond de Vries < ()> wrote:
> 
> >  I have not seen any issues in our own use of the osgAnimation. We tested 
> > in a few different setups and all seems ok.
> > 
> > The only thing is that the example did not work for me with Visual Studio 
> > 2015, while it does work for Julien.
> > 
> 
> 
> Thanks for the testing.
> 
> 
> Julian, if you feel osganimation is now ready could you generate a PR for the 
> branch and I'll go ahead and merge it.
> 
> 
> Cheers,
> Robert.
> 
>  
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-11-02 Thread Robert Osfield
Hi Raymond & Julien,

On 2 November 2017 at 14:17, Raymond de Vries  wrote:

> I have not seen any issues in our own use of the osgAnimation. We tested
> in a few different setups and all seems ok.
>
> The only thing is that the example did not work for me with Visual Studio
> 2015, while it does work for Julien.
>

Thanks for the testing.

Julian, if you feel osganimation is now ready could you generate a PR for
the branch and I'll go ahead and merge it.

Cheers,
Robert.
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-11-02 Thread Raymond de Vries

Hi Robert,

I have not seen any issues in our own use of the osgAnimation. We tested 
in a few different setups and all seems ok.


The only thing is that the example did not work for me with Visual 
Studio 2015, while it does work for Julien.


Cheers
Raymond



On 11/2/2017 2:55 PM, Robert Osfield wrote:

Hi Julian, Raymond et. al,

Are we ready to merge with master now? Anything left to wait for?

Robert.



 
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-11-02 Thread Robert Osfield
Hi Julian, Raymond et. al,

Are we ready to merge with master now? Anything left to wait for?

Robert.
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-31 Thread Raymond de Vries

Hi Julien,

Take it easy, as far as I am concerned. I am not waiting for it in the 
short time.


Cheers
Raymond


On 31-10-2017 17:21, Julien Valentin wrote:

I don't have modified enough the example myRigTranformHardware in 
osganiamtionhardware example (i will make a pr for it)
waiting for it, you can change  new myRigTranformHardware with new 
osgAniamtion::RigTranformHardware.
This example is an attempt of program sharing among rigs but it can't be done 
without knowing the common maximum MAX_MATRIX.
MAX_MATRIX could be removed easily from the shader logic...(by simply 
accumumulate weight until sum reachs 1) perhaps I will do that one day..if it's 
no too controversal...


reedev wrote:

Hi Julien,

Hmm, the osg::clone in createCharacterInstance() does not work, crashes.
Unfortunately I don't have the tree up and running anymore at the moment
so I cannot create a stacktrace quickly. Software and hardware mode both
the same. I tried different clone modes but no luck.

I used nathan from git, btw. I guess that is the correct one (and nathan
has not grown up over the years ;-) )

I will try more later and report changes here.

cheers,
Raymond






On 31-10-2017 15:05, Julien Valentin wrote:


Hi Raymond
nathan.osg works just fine...
tell use more


reedev wrote:


Hi Julien,

To start with, can you point us which model we should use to try out the 
osganimationhardware example? nathan.osg does not load. Can you share a model 
that should work?

Thanks, cheers,
Raymond



On 30-10-2017 16:08, Raymond de Vries wrote:




Hi Robert,

On 10/30/2017 4:04 PM, Robert Osfield wrote:




Hi Raymond,

On 30 October 2017 at 14:58, Raymond de Vries < ()> wrote:






With these changes applied, did you get a chance to test how the new rev of 
osgAnimation is working?






No, sorry, no time for that although I plan to do so asap. I will give it 
priority though since, if I recall correctly, you'd like to release 3.5.8 this 
week, right?




I would like to get osganimation tested and if all goes well merged with 
master, I'll then tag 3.5.8.  I'd like to do that this week, clear my desk for 
being busy next week :-)


Once 3.5.8 is out the way my focus on the OSG side moves to the finishing the 
shader_pipeline branch and getting this merged into master, and then finally go 
for OSG-4.0!






Perfect, those are all good motivations, I will do at least my part testing the 
osganimation branch and master :-)

Cheers
Raymond






Robert.








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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-31 Thread Julien Valentin
I don't have modified enough the example myRigTranformHardware in 
osganiamtionhardware example (i will make a pr for it)
waiting for it, you can change  new myRigTranformHardware with new 
osgAniamtion::RigTranformHardware.
This example is an attempt of program sharing among rigs but it can't be done 
without knowing the common maximum MAX_MATRIX.
MAX_MATRIX could be removed easily from the shader logic...(by simply 
accumumulate weight until sum reachs 1) perhaps I will do that one day..if it's 
no too controversal...


reedev wrote:
> Hi Julien,
> 
> Hmm, the osg::clone in createCharacterInstance() does not work, crashes. 
> Unfortunately I don't have the tree up and running anymore at the moment 
> so I cannot create a stacktrace quickly. Software and hardware mode both 
> the same. I tried different clone modes but no luck.
> 
> I used nathan from git, btw. I guess that is the correct one (and nathan 
> has not grown up over the years ;-) )
> 
> I will try more later and report changes here.
> 
> cheers,
> Raymond
> 
> 
> 
> 
> 
> 
> On 31-10-2017 15:05, Julien Valentin wrote:
> 
> > Hi Raymond
> > nathan.osg works just fine...
> > tell use more
> > 
> > 
> > reedev wrote:
> > 
> > > Hi Julien,
> > > 
> > > To start with, can you point us which model we should use to try out the 
> > > osganimationhardware example? nathan.osg does not load. Can you share a 
> > > model that should work?
> > > 
> > > Thanks, cheers,
> > > Raymond
> > > 
> > > 
> > > 
> > > On 30-10-2017 16:08, Raymond de Vries wrote:
> > > 
> > > 
> > > 
> > > > Hi Robert,
> > > > 
> > > > On 10/30/2017 4:04 PM, Robert Osfield wrote:
> > > > 
> > > > 
> > > > 
> > > > > Hi Raymond,
> > > > > 
> > > > > On 30 October 2017 at 14:58, Raymond de Vries < ()> wrote:
> > > > > 
> > > > > 
> > > > > > 
> > > > > > 
> > > > > > > 
> > > > > > > 
> > > > > > > With these changes applied, did you get a chance to test how the 
> > > > > > > new rev of osgAnimation is working?
> > > > > > > 
> > > > > > > 
> > > > > > > 
> > > > > > > 
> > > > > > > 
> > > > > > No, sorry, no time for that although I plan to do so asap. I will 
> > > > > > give it priority though since, if I recall correctly, you'd like to 
> > > > > > release 3.5.8 this week, right?
> > > > > > 
> > > > > > 
> > > > > > 
> > > > > I would like to get osganimation tested and if all goes well merged 
> > > > > with master, I'll then tag 3.5.8.  I'd like to do that this week, 
> > > > > clear my desk for being busy next week :-)
> > > > > 
> > > > > 
> > > > > Once 3.5.8 is out the way my focus on the OSG side moves to the 
> > > > > finishing the shader_pipeline branch and getting this merged into 
> > > > > master, and then finally go for OSG-4.0!
> > > > > 
> > > > > 
> > > > > 
> > > > > 
> > > > > 
> > > > Perfect, those are all good motivations, I will do at least my part 
> > > > testing the osganimation branch and master :-)
> > > > 
> > > > Cheers
> > > > Raymond
> > > > 
> > > > 
> > > > 
> > > > 
> > > > > 
> > > > > 
> > > > > Robert.
> > > > > 
> > > > > 
> > > > > 
> > > > > 
> > > > > 
> > > > > 
> > > > > 
> > > > > > ___
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> > > > > > (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org)
> > > > > > 
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-31 Thread Raymond de Vries

Hi Julien,

Hmm, the osg::clone in createCharacterInstance() does not work, crashes. 
Unfortunately I don't have the tree up and running anymore at the moment 
so I cannot create a stacktrace quickly. Software and hardware mode both 
the same. I tried different clone modes but no luck.


I used nathan from git, btw. I guess that is the correct one (and nathan 
has not grown up over the years ;-) )


I will try more later and report changes here.

cheers,
Raymond






On 31-10-2017 15:05, Julien Valentin wrote:

Hi Raymond
nathan.osg works just fine...
tell use more


reedev wrote:

Hi Julien,

To start with, can you point us which model we should use to try out the 
osganimationhardware example? nathan.osg does not load. Can you share a model 
that should work?

Thanks, cheers,
Raymond



On 30-10-2017 16:08, Raymond de Vries wrote:



   Hi Robert,

On 10/30/2017 4:04 PM, Robert Osfield wrote:



  Hi Raymond,

On 30 October 2017 at 14:58, Raymond de Vries < ()> wrote:

   
 


With these changes applied, did you get a chance to test how the new rev of 
osgAnimation is working?





   No, sorry, no time for that although I plan to do so asap. I will give it 
priority though since, if I recall correctly, you'd like to release 3.5.8 this 
week, right?
  


  I would like to get osganimation tested and if all goes well merged with 
master, I'll then tag 3.5.8.  I'd like to do that this week, clear my desk for 
being busy next week :-)


Once 3.5.8 is out the way my focus on the OSG side moves to the finishing the 
shader_pipeline branch and getting this merged into master, and then finally go 
for OSG-4.0!





  Perfect, those are all good motivations, I will do at least my part testing 
the osganimation branch and master :-)

Cheers
Raymond






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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-31 Thread Julien Valentin
Okay 
Concerning problems encountered with nathan and HWtrans
I think i remember the difference of behavior of the RigTransformHW:


1/In master  nathan HW have the "luck" to work because SourceGeometries share 
stateset. 
In this case a stateset is process mulitple times by RigTransHW::init() give 
uncontrolled but luckyly good result (the last init(riggeometri) have a 
MAX_MATRIX higher enough to embed previously generated program) 

2/in the branch riggeoemtry are supposed not to share stateset : if a ss is 
processed a second time its program is supposed to be a userdefined (so it stay 
the same with a MAX_MATRIX to low to embed the intended behavior)

The addition of a "rigs can't share ss" rule seams to be the only solution to 
control the result of the HWModel...


mp3butcher wrote:
> Hi Raymond
> I just tested:
> nathan.osg works just fine at least with RigTransSoftware 
> (osganimationviewer),
> tell us more about your test
> 
> Nevertheless I have noticed a potential problem with RigTranHW 
> (osganimationhardware) that i doesn't diagnose but I believe to remember 
> there were problems with this model and RigTransformHW with master 
> 
> For the test bench, i advice to use blender model and osgexport addon (with 
> my pr) or use osg fbx plugin to import for Autodesk...
> 
> 
> 
> reedev wrote:
> > Hi Julien,
> > 
> > To start with, can you point us which model we should use to try out the 
> > osganimationhardware example? nathan.osg does not load. Can you share a 
> > model that should work?
> > 
> > Thanks, cheers,
> > Raymond
> > 
> > 
> > 
> > On 30-10-2017 16:08, Raymond de Vries wrote:
> > 
> > 
> > >   Hi Robert,
> > > 
> > > On 10/30/2017 4:04 PM, Robert Osfield wrote:
> > > 
> > > 
> > > >  Hi Raymond,
> > > > 
> > > > On 30 October 2017 at 14:58, Raymond de Vries < ()> wrote:
> > > > 
> > > > >   
> > > > > > 
> > > > > > 
> > > > > > With these changes applied, did you get a chance to test how the 
> > > > > > new rev of osgAnimation is working?
> > > > > > 
> > > > > > 
> > > > > > 
> > > > > > 
> > > > >   No, sorry, no time for that although I plan to do so asap. I will 
> > > > > give it priority though since, if I recall correctly, you'd like to 
> > > > > release 3.5.8 this week, right?
> > > > >  
> > > > > 
> > > >  I would like to get osganimation tested and if all goes well merged 
> > > > with master, I'll then tag 3.5.8.  I'd like to do that this week, clear 
> > > > my desk for being busy next week :-)
> > > > 
> > > > 
> > > > Once 3.5.8 is out the way my focus on the OSG side moves to the 
> > > > finishing the shader_pipeline branch and getting this merged into 
> > > > master, and then finally go for OSG-4.0!
> > > > 
> > > > 
> > > > 
> > > > 
> > >  Perfect, those are all good motivations, I will do at least my part 
> > > testing the osganimation branch and master :-)
> > > 
> > > Cheers
> > > Raymond
> > > 
> > > 
> > > 
> > > >
> > > > 
> > > > Robert.
> > > > 
> > > > 
> > > > 
> > > > 
> > > > 
> > > > 
> > > > > ___
> > > > > osg-users mailing list
> > > > >  ()
> > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > > >  
> > > > > (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org)
> > > > > 
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> > >  
> > > 
> > > 
> > > 
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-31 Thread Julien Valentin
Hi Raymond
nathan.osg works just fine...
tell use more 


reedev wrote:
> Hi Julien,
> 
> To start with, can you point us which model we should use to try out the 
> osganimationhardware example? nathan.osg does not load. Can you share a model 
> that should work?
> 
> Thanks, cheers,
> Raymond
> 
> 
> 
> On 30-10-2017 16:08, Raymond de Vries wrote:
> 
> 
> >   Hi Robert,
> > 
> > On 10/30/2017 4:04 PM, Robert Osfield wrote:
> > 
> > 
> > >  Hi Raymond,
> > > 
> > > On 30 October 2017 at 14:58, Raymond de Vries < ()> wrote:
> > > 
> > > >   
> > > > > 
> > > > > 
> > > > > With these changes applied, did you get a chance to test how the new 
> > > > > rev of osgAnimation is working?
> > > > > 
> > > > > 
> > > > > 
> > > > > 
> > > >   No, sorry, no time for that although I plan to do so asap. I will 
> > > > give it priority though since, if I recall correctly, you'd like to 
> > > > release 3.5.8 this week, right?
> > > >  
> > > > 
> > >  I would like to get osganimation tested and if all goes well merged with 
> > > master, I'll then tag 3.5.8.  I'd like to do that this week, clear my 
> > > desk for being busy next week :-)
> > > 
> > > 
> > > Once 3.5.8 is out the way my focus on the OSG side moves to the finishing 
> > > the shader_pipeline branch and getting this merged into master, and then 
> > > finally go for OSG-4.0!
> > > 
> > > 
> > > 
> > > 
> >  Perfect, those are all good motivations, I will do at least my part 
> > testing the osganimation branch and master :-)
> > 
> > Cheers
> > Raymond
> > 
> > 
> > 
> > >
> > > 
> > > Robert.
> > > 
> > > 
> > > 
> > > 
> > > 
> > > 
> > > > ___
> > > > osg-users mailing list
> > > >  ()
> > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > >  
> > > > (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org)
> > > > 
> > >  
> >  
> > 
> > 
> > 
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> > > 
> >  
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-31 Thread Raymond de Vries

Hi Julien,

To start with, can you point us which model we should use to try out the 
osganimationhardware example? nathan.osg does not load. Can you share a 
model that should work?


Thanks, cheers,
Raymond



On 30-10-2017 16:08, Raymond de Vries wrote:

Hi Robert,

On 10/30/2017 4:04 PM, Robert Osfield wrote:

Hi Raymond,

On 30 October 2017 at 14:58, Raymond de Vries > wrote:




With these changes applied, did you get a chance to test how the
new rev of osgAnimation is working?

No, sorry, no time for that although I plan to do so asap. I will
give it priority though since, if I recall correctly, you'd like
to release 3.5.8 this week, right?


I would like to get osganimation tested and if all goes well merged 
with master, I'll then tag 3.5.8.  I'd like to do that this week, 
clear my desk for being busy next week :-)


Once 3.5.8 is out the way my focus on the OSG side moves to the 
finishing the shader_pipeline branch and getting this merged into 
master, and then finally go for OSG-4.0!
Perfect, those are all good motivations, I will do at least my part 
testing the osganimation branch and master :-)


Cheers
Raymond




Robert.


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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-30 Thread Raymond de Vries

Hi Robert,

On 10/30/2017 4:04 PM, Robert Osfield wrote:

Hi Raymond,

On 30 October 2017 at 14:58, Raymond de Vries > wrote:




With these changes applied, did you get a chance to test how the
new rev of osgAnimation is working?

No, sorry, no time for that although I plan to do so asap. I will
give it priority though since, if I recall correctly, you'd like
to release 3.5.8 this week, right?


I would like to get osganimation tested and if all goes well merged 
with master, I'll then tag 3.5.8.  I'd like to do that this week, 
clear my desk for being busy next week :-)


Once 3.5.8 is out the way my focus on the OSG side moves to the 
finishing the shader_pipeline branch and getting this merged into 
master, and then finally go for OSG-4.0!
Perfect, those are all good motivations, I will do at least my part 
testing the osganimation branch and master :-)


Cheers
Raymond




Robert.


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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-30 Thread Robert Osfield
Hi Raymond,

On 30 October 2017 at 14:58, Raymond de Vries  wrote:

>
> With these changes applied, did you get a chance to test how the new rev
> of osgAnimation is working?
>
> No, sorry, no time for that although I plan to do so asap. I will give it
> priority though since, if I recall correctly, you'd like to release 3.5.8
> this week, right?
>
> I would like to get osganimation tested and if all goes well merged with
master, I'll then tag 3.5.8.  I'd like to do that this week, clear my desk
for being busy next week :-)

Once 3.5.8 is out the way my focus on the OSG side moves to the finishing
the shader_pipeline branch and getting this merged into master, and then
finally go for OSG-4.0!

Robert.
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-30 Thread Raymond de Vries

Hi Robert,

On 10/30/2017 3:53 PM, Robert Osfield wrote:
On 30 October 2017 at 13:05, Robert Osfield > wrote:


Hi Raymond,

On 30 October 2017 at 12:42, Raymond de Vries > wrote:

Yes, indeed, please see the submissions mail ;-)


I haven't spotted a recent post from you. Could you resend it?


Thanks for reposting, changes now merged and master and osganimation 
where appropriate.  I presume mailman must have discarded your post as 
you posted it from an address that isn't subscribed to osg-submissions 
mailing list.
I double checked and the address was already subscribed (I also get 
messages from that list). I did not get a copy back though, now that we 
talk about it... I will keep an eye on it.





With these changes applied, did you get a chance to test how the new 
rev of osgAnimation is working?
No, sorry, no time for that although I plan to do so asap. I will give 
it priority though since, if I recall correctly, you'd like to release 
3.5.8 this week, right?


Cheers,
Raymond






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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-30 Thread Robert Osfield
On 30 October 2017 at 13:05, Robert Osfield 
wrote:

> Hi Raymond,
>
> On 30 October 2017 at 12:42, Raymond de Vries  wrote:
>
>> Yes, indeed, please see the submissions mail ;-)
>>
>
> I haven't spotted a recent post from you.  Could you resend it?
>

Thanks for reposting, changes now merged and master and osganimation where
appropriate.  I presume mailman must have discarded your post as you posted
it from an address that isn't subscribed to osg-submissions mailing list.


With these changes applied, did you get a chance to test how the new rev of
osgAnimation is working?


Robert.
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-30 Thread Robert Osfield
Hi Raymond,

On 30 October 2017 at 12:42, Raymond de Vries  wrote:

> Yes, indeed, please see the submissions mail ;-)
>

I haven't spotted a recent post from you.  Could you resend it?

Thanks,
Robert
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-30 Thread Raymond de Vries

Hi Robert,

Yes, indeed, please see the submissions mail ;-)

Cheers
Raymond



On 10/30/2017 1:40 PM, Robert Osfield wrote:

Hi Raymond et. al,

On 27 October 2017 at 19:24, Raymond de Vries > wrote:


I will give it another try this weekend and let you know how it
goes. Hope it can be resolved quickly.


Were you able to test the osg_animation branch?

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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-30 Thread Robert Osfield
Hi Raymond et. al,

On 27 October 2017 at 19:24, Raymond de Vries  wrote:

> I will give it another try this weekend and let you know how it goes. Hope
> it can be resolved quickly.
>

Were you able to test the osg_animation branch?

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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-27 Thread Julien Valentin
Hi
I think indentation problems came with the qtcreator beautifier i use that is a 
bit odd..In the past I used codeblocks format tool wish is great.
I'm going to reformat with codeblock to see if it's better..
 

robertosfield wrote:
> Hi Julien,
> 
> 
> I have begun my old build tests and have merged master into osganimation 
> branch and checked this in, and then fixed the build problems when compiling 
> with OSG_USE_REF_PTR_IMPLICIT_OUTPUT_CONVERSION set to OFF.  These changes 
> are all checked into the osganimation branch.
> 
> 
> I have begun looking at source code and find the style used a bit awkward and 
> rather different from the rest of the OSG.  I know this will have been partly 
> been down to what it's been like prior to your changes.  I don't find the 
> style used for spacing and indentation helps readability - there are some 
> very odd choices where therearenowspacesbetweenstuff and then  bits 
> that have an    odd segments of code   where the spacing  
>    is    very  spacious for no apparent  reason.
> 
> 
> I don't know how practical it is for me to go through all osg osgAnimation 
> and headers to fix things.  In the past I have used code beutifiers with 
> varying success.  Perhaps there are modern tools now that can do a better job 
> and worth trying out.  I welcome suggestions on what tools there might be.  
> What I'd like to arrive at is an osgAnimation headers and source that look 
> like the rest of the OSG.
> 
> 
> 
> 
> 
> On 27 October 2017 at 14:27, Julien Valentin < ()> wrote:
> 
> > Hi Robert
> > I just did a commit of my experimental useless bone removal method.
> > 
> 
> 
> There is a conflict on this change that github is reporting:
> 
> 
>    https://github.com/openscenegraph/OpenSceneGraph/pull/374 
> (https://github.com/openscenegraph/OpenSceneGraph/pull/374)
> 
> 
> Thoughts?
> 
>  
> 
> >  So long so far I didn't have any issue with my Blender test models (which 
> > represent a "outnumbered sample" of 2 models...one with ik the other with 
> > morphtarget)
> > However, I didn't have any feedback from the community or original 
> > maintainer so I can't certificate it 100% bugfree.
> > 
> > 
> > > From my point of view, I achieve to do whadIwannado with it (MDI crowd) 
> > > so I'm quite satisfied with the current version and would vote for 
> > > merging, but it's just one perspective among other ...
> > > 
> > 
> 
> 
> OK.  So we are now at a point where we need wider testing.
> 
> 
> 
> Personally I have not been a serious user of osgAnimation so haven't got much 
> experience or test cases to draw from so need yourself and the rest of the 
> community to hammer it hard.
> 
> 
> Robert.
> 
>  
> 
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-27 Thread Raymond de Vries
Hi Robert,

I will give it another try this weekend and let you know how it goes. Hope it 
can be resolved quickly.

Cheers,
Raymond


Sent from my iPad

> On Oct 27, 2017, at 18:33, Robert Osfield  wrote:
> 
> Hi Raymond,
> 
>> On 27 October 2017 at 14:41, Raymond de Vries  wrote:
>> FWIW, I tried to build the osganimation branch last week or so with Visual 
>> Studio 2015 and it did not build. I did not have time to look into the 
>> issues but plan to do so asap.
> 
> Do you recall what the issues were?  I might be able resolve them before you 
> next check it out.
>  
>> 
>> Fyi, I will test with fbx models that I have used successfully with previous 
>> versions of the OSG.
> 
> Thanks that will be really helpful.
> 
> Cheers,
> Robert.
>  
> 
>  
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-27 Thread Jordi Torres
Hi Julien, Robert et al.

I'll be out next week, but my plan is to start testing as soon as I get to
my computer.
We have a wide variety of animation models to test, so I hope we can help
in this topic.

Sorry for not being able to add any feedback these days.

Cheers.

El 27 oct. 2017 6:33 p. m., "Robert Osfield" 
escribió:

Hi Raymond,

On 27 October 2017 at 14:41, Raymond de Vries  wrote:

> FWIW, I tried to build the osganimation branch last week or so with Visual
> Studio 2015 and it did not build. I did not have time to look into the
> issues but plan to do so asap.
>

Do you recall what the issues were?  I might be able resolve them before
you next check it out.


>
> Fyi, I will test with fbx models that I have used successfully with
> previous versions of the OSG.
>

Thanks that will be really helpful.

Cheers,
Robert.




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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-27 Thread Robert Osfield
Hi Raymond,

On 27 October 2017 at 14:41, Raymond de Vries  wrote:

> FWIW, I tried to build the osganimation branch last week or so with Visual
> Studio 2015 and it did not build. I did not have time to look into the
> issues but plan to do so asap.
>

Do you recall what the issues were?  I might be able resolve them before
you next check it out.


>
> Fyi, I will test with fbx models that I have used successfully with
> previous versions of the OSG.
>

Thanks that will be really helpful.

Cheers,
Robert.
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-27 Thread Robert Osfield
Hi Julien,

On 27 October 2017 at 14:57, Robert Osfield 
wrote:

> There is a conflict on this change that github is reporting:
>
>https://github.com/openscenegraph/OpenSceneGraph/pull/374
>

I have done another review of the changes and in particular the conflict,
I've worked out the cause of the conflict and how to merge.  The PR is now
merged with the osganimation branch.

Robert.
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-27 Thread Robert Osfield
Hi Julien,

I have begun my old build tests and have merged master into osganimation
branch and checked this in, and then fixed the build problems when
compiling with OSG_USE_REF_PTR_IMPLICIT_OUTPUT_CONVERSION set to OFF.
These changes are all checked into the osganimation branch.

I have begun looking at source code and find the style used a bit awkward
and rather different from the rest of the OSG.  I know this will have been
partly been down to what it's been like prior to your changes.  I don't
find the style used for spacing and indentation helps readability - there
are some very odd choices where therearenowspacesbetweenstuff and then
bits that have anodd segments of code   where
the spacing isvery  spacious for no apparent
reason.

I don't know how practical it is for me to go through all osg osgAnimation
and headers to fix things.  In the past I have used code beutifiers with
varying success.  Perhaps there are modern tools now that can do a better
job and worth trying out.  I welcome suggestions on what tools there might
be.  What I'd like to arrive at is an osgAnimation headers and source that
look like the rest of the OSG.


On 27 October 2017 at 14:27, Julien Valentin 
wrote:

> Hi Robert
> I just did a commit of my experimental useless bone removal method.
>

There is a conflict on this change that github is reporting:

   https://github.com/openscenegraph/OpenSceneGraph/pull/374

Thoughts?


> So long so far I didn't have any issue with my Blender test models (which
> represent a "outnumbered sample" of 2 models...one with ik the other with
> morphtarget)
> However, I didn't have any feedback from the community or original
> maintainer so I can't certificate it 100% bugfree.
>
> From my point of view, I achieve to do whadIwannado with it (MDI crowd) so
> I'm quite satisfied with the current version and would vote for merging,
> but it's just one perspective among other ...
>

OK.  So we are now at a point where we need wider testing.

Personally I have not been a serious user of osgAnimation so haven't got
much experience or test cases to draw from so need yourself and the rest of
the community to hammer it hard.

Robert.
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-27 Thread Raymond de Vries

Hi,

FWIW, I tried to build the osganimation branch last week or so with 
Visual Studio 2015 and it did not build. I did not have time to look 
into the issues but plan to do so asap.


Fyi, I will test with fbx models that I have used successfully with 
previous versions of the OSG.


Cheers,
Raymond



On 10/27/2017 3:27 PM, Julien Valentin wrote:

Hi Robert
I just did a commit of my experimental useless bone removal method.
So long so far I didn't have any issue with my Blender test models (which represent a 
"outnumbered sample" of 2 models...one with ik the other with morphtarget)
However, I didn't have any feedback from the community or original maintainer 
so I can't certificate it 100% bugfree.

 From my point of view, I achieve to do whadIwannado with it (MDI crowd) so I'm 
quite satisfied with the current version and would vote for merging, but it's 
just one perspective among other ...

Cheers


robertosfield wrote:

Hi Julien,


What is the status of the osganimation branch?  How close do you feel we are to 
merging it with master?


I haven't done recent testing on osganimation so don't have any personal 
observations to chip in, but plan to start looking it with a view to merging 
with master.


I will also tag a dev release early next week so could possibly merge 
osganimation for that.


Let me know what the status is so I can start planning my review time.



Cheers,

Robert.

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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-27 Thread Julien Valentin
Hi Robert
I just did a commit of my experimental useless bone removal method.
So long so far I didn't have any issue with my Blender test models (which 
represent a "outnumbered sample" of 2 models...one with ik the other with 
morphtarget)
However, I didn't have any feedback from the community or original maintainer 
so I can't certificate it 100% bugfree.

From my point of view, I achieve to do whadIwannado with it (MDI crowd) so I'm 
quite satisfied with the current version and would vote for merging, but it's 
just one perspective among other ...

Cheers


robertosfield wrote:
> Hi Julien,
> 
> 
> What is the status of the osganimation branch?  How close do you feel we are 
> to merging it with master?
> 
> 
> I haven't done recent testing on osganimation so don't have any personal 
> observations to chip in, but plan to start looking it with a view to merging 
> with master.
> 
> 
> I will also tag a dev release early next week so could possibly merge 
> osganimation for that.
> 
> 
> Let me know what the status is so I can start planning my review time.
> 
> 
> 
> Cheers,
> 
> Robert.
> 
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-27 Thread Robert Osfield
Hi Julien,

What is the status of the osganimation branch?  How close do you feel we
are to merging it with master?

I haven't done recent testing on osganimation so don't have any personal
observations to chip in, but plan to start looking it with a view to
merging with master.

I will also tag a dev release early next week so could possibly merge
osganimation for that.

Let me know what the status is so I can start planning my review time.

Cheers,
Robert.
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-09-14 Thread Dario Minieri
Hi,

I post my request here because osgAnimation related.

There is some examples/possibility to blend two animations? So, make the 
transition from an animation to another in a smooth way?

Thank you!

Cheers,
Dario

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Re: [osg-users] [osganimation branch] Review, test, critics

2017-09-06 Thread Julien Valentin
Hi Raymond
It's not a revolution:)
There's no changes in API so all is expect to run as usual.
so fbx models should work...
And no it's not directly related to MDI: I decided to rewrite it because of a 
bug I encountered during the dev of a rigeometry simplification tool..

Cheers

reedev wrote:
> Hi Julien,
> 
> This sounds promising and I will try it out. For my/our understanding: should 
> we be able to use our models from for instance fbx files as-is?
> 
> Is there a relation, or will there be, with your MDI work?
> 
> Cheers,
> Raymond
> 
> 
> Verstuurd vanaf mijn iPad
> 
> 
> > Op 5 sep. 2017 om 20:57 heeft Julien Valentin <> het volgende geschreven:
> > 
> > Up for the ML:
> > Hi,
> > A new development branch on refactoring of osgAnimation has been open. 
> > https://github.com/openscenegraph/OpenSceneGraph/tree/osganimation
> > .
> > Main features
> > -Rewriting of animation datapreparation and RigTransforms (have observed 
> > few perf enhancement for both loading and software animation)
> > -Delegates animation data preparation to RigTransform instead of 
> > RigGeometry (and so remove the utility of Influence Set)
> > -add a MorphTargetHardware implementation
> > -add a bunch of utility functions to deal with VertexInfluenceMap
> > -various cleanup and bug fixes
> > 
> > I invite you all to test, review and critic new design and features.
> > I would like to know if some of you experience problem with their 
> > model...(I'm not perfect:/ so perhaps I miss something)
> > Feel free to give your feedback here
> > 
> > Things to know:
> > -using RigTransformHW, the skinning.vert from OpenSceneGraphData.git must 
> > be modified changing 
> > 
> > Code:
> > uniform int nbBonesPerVertex;
> > 
> > 
> > to
> > 
> > Code:
> > uniform uint nbBonesPerVertex;
> > 
> > 
> > Perhaps it breaks backward compatibility, please tell me
> > 
> > PS:Further, from a personal point of view I would push refactoring toward 
> > backward miscompatibilities with few renaming so tell here if anyone 
> > manipulate VertexInfluence in their work.
> > 
> > 
> > 
> > Thank you!
> > 
> > Cheers,
> > Julien
> > 
> > --
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=71631#71631
> > 
> > 
> > 
> > 
> > 
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-09-05 Thread Raymond de Vries
Hi Julien,

This sounds promising and I will try it out. For my/our understanding: should 
we be able to use our models from for instance fbx files as-is?

Is there a relation, or will there be, with your MDI work?

Cheers,
Raymond


Verstuurd vanaf mijn iPad

> Op 5 sep. 2017 om 20:57 heeft Julien Valentin  
> het volgende geschreven:
> 
> Up for the ML:
> Hi,
> A new development branch on refactoring of osgAnimation has been open. 
> https://github.com/openscenegraph/OpenSceneGraph/tree/osganimation
> .
> Main features
> -Rewriting of animation datapreparation and RigTransforms (have observed few 
> perf enhancement for both loading and software animation)
> -Delegates animation data preparation to RigTransform instead of RigGeometry 
> (and so remove the utility of Influence Set)
> -add a MorphTargetHardware implementation
> -add a bunch of utility functions to deal with VertexInfluenceMap
> -various cleanup and bug fixes
> 
> I invite you all to test, review and critic new design and features.
> I would like to know if some of you experience problem with their 
> model...(I'm not perfect:/ so perhaps I miss something)
> Feel free to give your feedback here
> 
> Things to know:
> -using RigTransformHW, the skinning.vert from OpenSceneGraphData.git must be 
> modified changing 
> 
> Code:
> uniform int nbBonesPerVertex;
> 
> 
> to
> 
> Code:
> uniform uint nbBonesPerVertex;
> 
> 
> Perhaps it breaks backward compatibility, please tell me
> 
> PS:Further, from a personal point of view I would push refactoring toward 
> backward miscompatibilities with few renaming so tell here if anyone 
> manipulate VertexInfluence in their work.
> 
> 
> 
> Thank you!
> 
> Cheers,
> Julien
> 
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=71631#71631
> 
> 
> 
> 
> 
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-09-05 Thread Julien Valentin
Up for the ML:
Hi,
A new development branch on refactoring of osgAnimation has been open. 
https://github.com/openscenegraph/OpenSceneGraph/tree/osganimation
.
Main features
-Rewriting of animation datapreparation and RigTransforms (have observed few 
perf enhancement for both loading and software animation)
-Delegates animation data preparation to RigTransform instead of RigGeometry 
(and so remove the utility of Influence Set)
-add a MorphTargetHardware implementation
-add a bunch of utility functions to deal with VertexInfluenceMap
-various cleanup and bug fixes

I invite you all to test, review and critic new design and features.
I would like to know if some of you experience problem with their model...(I'm 
not perfect:/ so perhaps I miss something)
Feel free to give your feedback here

Things to know:
-using RigTransformHW, the skinning.vert from OpenSceneGraphData.git must be 
modified changing 

Code:
uniform int nbBonesPerVertex;


to

Code:
uniform uint nbBonesPerVertex;


Perhaps it breaks backward compatibility, please tell me

PS:Further, from a personal point of view I would push refactoring toward 
backward miscompatibilities with few renaming so tell here if anyone manipulate 
VertexInfluence in their work.



Thank you!

Cheers,
Julien

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Re: [osg-users] [osganimation branch] Review, test, critics

2017-09-02 Thread michael kapelko
Hi. It would be nice to know WHAT changed and WHY.
Otherwise the news is kinda funny. Something has been changed and
everyone is welcome to test it. Sounds like a github project just went
live! But so did thousands of others.


On 3 September 2017 at 01:36, Julien Valentin
 wrote:
>
> mp3butcher wrote:
>> Hi,
>> A new development branch on refactoring of osgAnimation has been open.
>> https://github.com/openscenegraph/OpenSceneGraph/tree/osganimation
>> It provides also some new features and bug fixes.
>> I invite you all to test, review and critic  new design and features.
>> Feel free to give your feedback here
>>
>> Things to know:
>> -using RigTransformHW, the skinning.vert in $OSG_FILE_PATH  must bemodified 
>> changing
>>
>> Code:
>> uniform int nbBonesPerVertex;
>>
>>
>> to
>>
>> Code:
>> uniform uint nbBonesPerVertex;
>>
>>
>> Perhaps it breaks backward compatibility, please tell me
>>
>> PS:Further, from a personal point of view I would push refactoring toward 
>> backward miscompatibilities with few renaming so tell here if anyone 
>> manipulate VertexInfluence in their work.
>>
>>
>>
>> Thank you!
>>
>> Cheers,
>> Julien
>
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=71611#71611
>
>
>
>
>
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-09-02 Thread Julien Valentin

mp3butcher wrote:
> Hi,
> A new development branch on refactoring of osgAnimation has been open. 
> https://github.com/openscenegraph/OpenSceneGraph/tree/osganimation
> It provides also some new features and bug fixes.
> I invite you all to test, review and critic  new design and features.
> Feel free to give your feedback here
> 
> Things to know:
> -using RigTransformHW, the skinning.vert in $OSG_FILE_PATH  must bemodified 
> changing 
> 
> Code:
> uniform int nbBonesPerVertex;
> 
> 
> to
> 
> Code:
> uniform uint nbBonesPerVertex;
> 
> 
> Perhaps it breaks backward compatibility, please tell me
> 
> PS:Further, from a personal point of view I would push refactoring toward 
> backward miscompatibilities with few renaming so tell here if anyone 
> manipulate VertexInfluence in their work.
> 
> 
> 
> Thank you!
> 
> Cheers,
> Julien


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[osg-users] [osganimation branch] Review, test, critics

2017-08-31 Thread Julien Valentin
Hi,
A new development branch on refactoring of osgAnimation has been open. 
https://github.com/openscenegraph/OpenSceneGraph/tree/osganimation
It provides also some new features and bug fixes.
I invite you all to test, review and critic  new design and features.
Feel free to give your feedback here

Further, from a personal point of view I would push refactoring toward backward 
miscompatibilities with few renaming so tell here if anyone manipulate 
VertexInfluence in their work.

Thank you!

Cheers,
Julien

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