Hi Robert, RigGeometry extend in the way that it update the vertex array deformed by the skinning information.
Cheers, Cedric -- +33 659 598 614 Cedric Pinson mailto:[email protected] http://www.plopbyte.net On Fri, 2009-10-23 at 11:00 +0100, Robert Osfield wrote: > Hi Cedric, > > On Fri, Oct 23, 2009 at 10:54 AM, Cedric Pinson > <[email protected]> wrote: > > well in fact when hitting twice it just display the stats. I dont have > > more informations yet. > > The only thing i saw is that even if i dont hit twice (like in my game) > > i have a crash of the same style. > > I maybe do something not enough clean with the new code in Geometry. > > RigGeometry inherit from Geometry so i suspect that i should look in it. > > > > I will be at the blenderconf the end of week so i will maybe not have > > lot of time to debug it. > > > > I keep you informed if i progress. > > What does RigGeometry do to extend osg::Geometry? I wonder if there > is something that it does that breaks the assumptions that the new > implementation makes about the form of data that it handles. I can't > think of any assumptions, as the code should in theory just send data > out to OpenGL and cope with the full range of datatypes in > osg::Geometry. That's the theory... with any code changes involving > over a thousand lines of new code we might expect a few bugs > initially. > > Robert. >
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