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

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http://forum.openscenegraph.org/viewtopic.php?p=35364#35364





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