> 
>       Hello Volker,
> 
> On 08/01/2012 03:22 PM, Volker Settgast wrote:
> > I know there are only a few who are working with the Ogre-Character
> > meshes, but I am stuck:
> >
> > I got the skinning animations working fine for non-cluster applications.
> > Now I just changed to a setup with distributed rendering and skinning
> > animation is not working. But - and now the tricky part - it works if
> > I include a shadow stage and actually activate it with an arbitrary
> > shadow shader.
> >
> > This is true for CPU and GPU skinning. It I deactivate the shadow (set
> > the shadow mode to NO_SHADOW) the animation is not updated.
> >
> > I tried to trace the problem, found out that in the working case the
> > JointMatricesFieldMask is changed and without the shadow stage this
> > change is missing.
> >
> > Does anyone have a clue what could be the problem here? (besides me
> > being all confused about the change list changes with the shadow stage
> > .)
> 
> from the symptoms you are describing my first guess would be that the
> character is frustum culled and that prevents an update of the matrices.
> Since the shadows render the scene in a way that all of it is inside the
> frustum you get an update of the matrices by adding a shadow stage.
> One option that comes to mind to get around this is to keep characters in
a
> tree on the side and link them into the main scene via VisitSubTree. The
on-
> the-side tree could then be updated by running a action with disabled
> frustum culling.
> 
>       Cheers,
>               Carsten
> 

Hello Carsten,

to be sure I deactivated frustum culling. It is not the problem.

It seems to be some difference with the skeleton updates with skinning. In
render mode 1 (just skeleton visible) everything works fine. So I will
compare the skeleton-renderer with the skinning-renderer. There has to be a
tiny difference in the jointmatrix updates.

Cheers,
Volker



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