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.
> > 
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