Hi Michael, Would you have a heavy data sample to test performance ? Cheers, Cedric - +33 659 598 614 Cedric Pinson mailto:[email protected] http://www.plopbyte.net
On Thu, 2009-08-27 at 14:53 +0100, Michael Platings wrote: > My app already spends a lot of time in update() so I'd prefer to avoid > any solution that slows performance any more. > I suspect most developers will be using osgAnimation for imported 3D > models, so as long as importers meet the bones-first requirement I doubt > you'll get any complaints. The FBX importer already meets this > requirement which wasn't hard. > > -----Original Message----- > From: [email protected] > [mailto:[email protected]] On Behalf Of > Cedric Pinson > Sent: 27 August 2009 11:43 > To: OpenSceneGraph Submissions > Subject: Re: [osg-submissions] osgAnimation delayed update fix > > Hi Michael, > > Another solution could be to run the update of bone in the skeleton > update callback, and in order to avoid twice update of Bone (from the > Skeleton UpdateCallback and by the default UpdateVisitor), it will need > to add a check with a framestamp in UpdateBone update callback. Then it > will be updated once, but called twice. > It's not ideal but could be another solution. > > What do you think ? > > Cheers, > Cedric > > - > +33 659 598 614 Cedric Pinson mailto:[email protected] > http://www.plopbyte.net > > > On Tue, 2009-08-11 at 16:37 +0100, Michael Platings wrote: > > When jumping around in time with a skinned model, I found that the > > model was displaying the transformations from the previous frame. The > > reason for this was UpdateSkeleton would update the bone matrices > > before UpdateBone::update had been called. > > It seems that the intention for this was to ensure the matrices were > > updated before any RigGeometry could be updated. However, it also > > means that the bones will always be in the position for the previous > > frame. > > I looked into trying to force the bones to update first but such an > > approach introduced complexity and opened up the possibility of > > causing other more subtle errors. Instead, I believe the most elegant > > solution is to simply require that bones be ordered before other > > objects within the child list. > > > > I've moved the matrix updating from UpdateSkeleton to UpdateBone. > > UpdateSkeleton now merely checks that Bones appear before other > > children and issues a warning if this isn't the case. > > > > ______________________________________________________________________ > > This email and any files transmitted with it are confidential and > > intended solely for the use of the individual or entity to whom they > > are addressed. If you have received this email in error please notify > > the system manager. > > > > This email has been scanned by the MessageLabs Email Security System. > > For more information please visit http://www.messagelabs.com/email > > ______________________________________________________________________ > > _______________________________________________ > > osg-submissions mailing list > > [email protected] > > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscene > > graph.org > > ______________________________________________________________________ > This email has been scanned by the MessageLabs Email Security System. > For more information please visit http://www.messagelabs.com/email > ______________________________________________________________________ > > ______________________________________________________________________ > This email and any files transmitted with it are confidential and > intended solely for the use of the individual or entity to whom they > are addressed. If you have received this email in error please notify > the system manager. > > This email has been scanned by the MessageLabs Email Security System. > For more information please visit http://www.messagelabs.com/email > ______________________________________________________________________ >
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