Hi Robert,

I used the addBindAttribLocation to the program but it generated an
error. Because the compiling of the program gave another location to put
my data. Anyway i will a another try to test it.


Cheers,
Cedric

-- 
+33 659 598 614  Cedric Pinson mailto:[email protected]
http://www.plopbyte.net


On Wed, 2009-10-21 at 13:51 +0100, Robert Osfield wrote:
> HI Cedric,
> 
> I can't add to the discussion on skinning specifically but general
> notes about bounding box and vertex attribute location as something I
> can chip in with.
> 
> First up, the bounding box issue is something I'd be lazy and
> conservative with - basically estimate the bounding box for the
> largest possible extents of the skinned geometry.  You can use the
> osg::Drawable::setInitialBound() to provide the base.  The actual code
> and API in Drawable w.r.t actually needs a bit of revist, but as it
> stands should be enough to get your going.
> 
> W.r.t vertex attrib location & osg::Geometry, I've been doing a lot of
> work on osg::Geometry and vertex attributes this month.  osg::Geometry
> itself hasn't had to have it's API modified, but the internal
> implementation has been change substantially w.r.t supporting both
> OpenGL and OpenGL ES 2.0, and now in conjunction with several
> supporting classes provides automatic conversion of the standard
> vertex arrays to vertex attrib equivalents.  The arrays alias defaults
> to using the same attribute locations as set out in the original
> ARB_vertex_program extension, and these locations are bound to vertex
> shader attribute names by osg::Program's support for assigning names
> to attribute locations.   Curiously to get it to work properly I've
> had to disable display lists, so it does look like the driver is using
> the osg::Program values to reassign the vertex attrib locations
> dynamically.
> 
> Anyway, the work I've done shouldn't effect the skinning side too
> much, but I can say that it's perfectly doable to use vertex
> attributes in osg::Geometry as they stand right now (even before my
> changes) along with an appropriately set up osg::Program (via
> program->addBindAttribLocation(name, index)) as long as you disable
> display lists.  There isn't any need to use a modified version of
> osg::Geometry - and should be possible with OSG-2.8.
> 
> Robert.
> 
> On Wed, Oct 21, 2009 at 1:37 PM, Cedric Pinson
> <[email protected]> wrote:
> > Hi Andrey,
> >
> > I did a proof of concept to put needed elements to osg. The main problem
> > is that currently there is no way to automatically get the location to
> > put the vertex attrib data.
> > The things i tried is to run the program once and dump the attrib
> > location and then edit the program to assign it. But it's hard coded and
> > not manageable for real use. The other stuff that would need some work
> > is the way to compute the bounding box. We can have different strategy:
> > - Define a specific bounding box, can be use when you just want to cull
> > without small detail so you setup a maximized bounding box.
> > - Define a low res skinning (software) and use the result to compute the
> > bounding box.
> >
> > Currently the software implementation compute the bounding box from the
> > original vertex transformed. It can consume too much time and if you
> > have a lot of vertex and you just want to approximate the bounding box.
> >
> > There is a thread that talk about it
> > Subject:        [osg-users] Using vertex attributes
> > Date:   08/10/09 04:12:14 (Sun, 09 Aug 2009 20:12:14 -0600)
> >
> >
> > Anyway if you want to look to what is working, you can get my branch
> > at hg clone http://hg.plopbyte.net/osg-trunk/
> > the code is disabled but can be enabled to try it. I wait Paul Martz
> > submit its work about a new osg::Geometry that would be able to get the
> > attrib location.
> >
> > Cheers,
> > Cedric
> >
> > --
> > +33 659 598 614  Cedric Pinson mailto:[email protected]
> > http://www.plopbyte.net
> >
> >
> > On Wed, 2009-10-21 at 14:14 +0200, Andrey Krekhov wrote:
> >> Hi,
> >>
> >> Currently I'm working on my Bachelor thesis within a project using osg
> >> (and osgAnimation). One of my tasks will probably be to accelerate
> >> osgAnimation by using the GPU. Thus,  probably i will have to implement
> >> Hardware Skinnig. Now my question: You mentioned that hardware skinnig
> >> is one of your short-term goals. What are your current status concerning
> >> this? Depending on that, I want to decide whether to wait for your
> >> release or implement it by my own (shader or Cuda based).
> >>
> >> Thanks in advance,
> >>
> >> Greetings,
> >> Andrey
> >> _______________________________________________
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> >> [email protected]
> >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >>
> >
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> >
> >
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