Hi, I'm really new to OSG and have a problem at hand for which I'd like your opinion whether it's feasible to solve with OSG. Basically what I want to do is displaying dynamically deformed meshes (Using cardinal spline bones). Now I could do that in my own handwritten OpenGL code, but that isn't nearly as nice as the framework OSG seems to provide. Now what I'd like would be to plug my deformation into the vertex-array of OSG geometries (object space -> spline-space) and afterwards performing the transformation spline->object space -> world space when drawin (ideally in a vertex shader), without altering the face/material code (ie, to preserve the generality of osg and use existing model loaders, have lighting/shadowing etc.). Now I'm willing to invest some more time (learning the relevant parts of osg) than using my special hand-crafted code, but only to a point. Is what I want to do architecturaly possible with OSG (ie, will I be able to transform vertex buffers after loading i n a nice way) or will I need to "re"-write really much code? I hope I don't sound too crazy :D
Thank you! Cheers, Michael ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35364#35364 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

