Hi Michael, Your fix is merged to the trunk
Thank you 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-openscenegraph.org
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