On Fri, 2008-10-24 at 14:42 +0100, Robert Osfield wrote:
> HI Jeremy,
> 
> On Fri, Oct 24, 2008 at 2:32 PM, Jeremy Moles <[EMAIL PROTECTED]> wrote:
> > I can resolve this for you if you want, Robert. I help Cedric some with
> > AnimTK and I'm often having to poke at the osgWidget code to get it to
> > compile with my osgWidget branch. ;)
> 
> This would be apprecaited.
> 
> At some point soon I'll need to merge your osgWidget branch into the
> svn/trunk too, so perhaps this could be coordinated so that AnimTK
> doesn't end up trying to chase three different variations of osgWidget
> code.

Yeah, lets do that soon. I'm in the middle of a ton of changes, and I'll
be sure and let you know when they're done.

I'm working on finishing the Input example (which finally works now,
yay!) and implementing an alternate rendering mode in which the GUI
isn't sorted by it's Z value (and then flattened by the orthographic
view so that you can't tell) but instead has it's RenderBin number set
so that it is rendered appropriately and in the right order.

This complicates picking, somewhat, but once I work that out I'll be
done with that particular issue.

> > I'm glad you're taking a look at it though, it really is cool software.
> > Having skeletal animation (and more!) facilitated through native OSG
> > objects and embedded right into an OSG file just simply rocks.
> 
> Another bonus is that one can start important more information from
> modellers like Maya/Max/Blender as well support for animation features
> found in Collada.  Alround it would be very useful to have a animation
> NodeKit in the core OSG :-)
> 
> Robert.
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> 

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