Hi Robert,
 
While working on osgAnimation I've encountered the following problem: if
an object is referenced multiple times in a scene graph, and the scene
graph is deep cloned, the scene graph clone will contain a different
copy of that object for each reference. I think so far this hasn't been
a problem because having multiple copies of most objects doesn't matter
other than taking up extra memory, but in osgAnimation meshes won't
animate correctly if they're not linked to the right bones so this has
become an issue.
 
A solution to this could be to add a map of old objects to new objects
into CopyOp, and in operator() only call clone() on an object if it
hasn't already been cloned. I've implemented this and it works fine, but
before I start to rely on this, would such a change be acceptable to
you?
 
Thanks
-Michael

______________________________________________________________________
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 
______________________________________________________________________

<<image003.gif>>

_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to