Hi Jamie,

I would be happy to have a look at your files, hardware skinning is
really young and i would be glad to make it more robust. Could you
provide a small example that i could test ?

Cheers,
Cedric

-- 
Provide OpenGL services around OpenSceneGraph and more
+33 659 598 614 Cedric Pinson mailto:[email protected]
http://www.plopbyte.net


On Thu, 2010-02-25 at 14:57 +0000, Garrett Cope wrote:
> Hi,
> 
> I'm looking for a clarification from Cedric (or anyone else experienced with 
> osgAnimation) on the correct way to set up the data structures for the 
> hardware skinning implementation.
> 
> Integrating the hardware skinning example with my code works fine with 
> example files like nathan.osg or any other .osg file for that matter. When 
> loading my own native data (which works fine with software skinning) I get a 
> runtime crash attributed to "osg::GLBeginEndAdapter::VertexAttrib4fv" during 
> rendering.
> 
> If I comment out the line in RigTransformHardware where the BoneWeight vertex 
> attribute is being set, no more crash. (But obviously no animation either). 
> So I'm guessing that my bone weights are set up in some way that was 
> compatible with software skinning but not hardware. I'm currently setting up 
> a vertex influence map and adding it to the RigGeometry as shown in the 
> software skinning example.
> 
> Any ideas or clarification on this topic would be appreciated.
> 
> Thanks,
> Jamie
> 
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=24858#24858
> 
> 
> 
> 
> 
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> 

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