Hi Michael,

I will try to work on it, this week end. If I can't I will use the patch
temporary.

Cheers,
Cedric

On Tue, 2011-01-18 at 17:43 +0000, Michael Platings wrote:
> Sorry for the very late reply. Alessandro has prompted me to bump this
> up again as he encountered the bug that this fixes.
> I don't have time to look into a wider solution either, but until
> either of us does I think it best that this fix be applied so that
> others won't suffer the same problem.
> Thanks
> 
> On 31 August 2010 14:50, Cedric Pinson <[email protected]>
> wrote:
>         Hi Michael,
>         
>         I would prefer we solved the issue in a consistent way. I dont
>         have time
>         right now to think about it.
>         Do you have an 'ideal' solution in mind ?
>         
>         Cheers,
>         Cedric
>         
>         
>         On Tue, 2010-08-31 at 11:45 +0100, Michael Platings wrote:
>         > Hi Robert & Cedric,
>         > there's a bug in osgAnimation/Animation.cpp that causes
>         animations to
>         > play at the wrong speed.
>         > If you add multiple channels to an animation, each with
>         different
>         > durations, then _duration and _originalDuration will become
>         different
>         > values, causing animation to be played too fast or slow. The
>         attached
>         > file fixes this, while (mostly) keeping the behaviour that
>         if
>         > setDuration() is called before addChannel() then _duration
>         will keep
>         > the value from setDuration(). This isn't perfect but I
>         imagine will
>         > suit most users of osgAnimation.
>         > Cheers
>         > -Michael
>         
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>         
>         --
>         Provide OpenGL, WebGL and OpenSceneGraph services
>         +33 659 598 614 Cedric Pinson
>         mailto:[email protected]
>         http://www.plopbyte.net
>         
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> 

-- 
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 Cedric Pinson mailto:[email protected]
http://www.plopbyte.net

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