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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