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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