Fixed :) I'm sumbitting the change. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
----- "Tim Moore" <timoor...@gmail.com> a écrit : > On Tue, Feb 1, 2011 at 11:39 AM, Sukender < suky0...@free.fr > wrote: > > > Hi Tim, > > I'll try to send an exemple. Can I send it to your address direclty? > > Sure. > Tim > > > It's a very simple model with texture coordinates, created from the > 3DS reader. I'll dump it as an OSG file beforehand. > > > > > Sukender > PVLE - Lightweight cross-platform game engine - > http://pvle.sourceforge.net/ > > ----- "Tim Moore" < timoor...@gmail.com > a écrit : > > > Hi Sukender, > > I'm not sure what you mean; I need to see an example. The > > IndexMeshVisitor doesn't work with BIND_PER_PRIMITIVE attributes and > > bails if it finds any. If the number of vertex coordinates doesn't > > equal the number of texture coordinates, that's a big bug. Normally > > the number of indices in the DrawElements result will be different > > from the number of vertex coordinates, etc. > > > > > > Tim > > > > > > On Mon, Jan 31, 2011 at 5:05 PM, Sukender < suky0...@free.fr > > wrote: > > > > > > Hi Tim, > > > > Sorry to jump into that conversation, but I also had a bug related > to > > IndexMeshVisitor: the output geometries do NOT have "number of > > vertices == number of texcoords"... Did I miss something? > > Thanks. > > > > Sukender > > PVLE - Lightweight cross-platform game engine - > > http://pvle.sourceforge.net/ > > > > ----- "Tim Moore" < timoor...@gmail.com > a écrit : > > > > > > > > > > > I've found that that problem happens because the attribute arrays > > are > > > shared among several Geometry objects. The fix is simple, but I > > > haven't submitted it yet because the results of INDEX_MESH are > still > > > not great on the sphere object, and I have a different idea for > how > > to > > > approve that. > > > > > > > > > Tim > > > > > > > > > On Mon, Jan 31, 2011 at 2:58 PM, Jean-Sébastien Guay < > > > jean-sebastien.g...@cm-labs.com > wrote: > > > > > > > > > Hi Tim, > > > > > > > > > > > > > > > That sucks. I'll take a look. > > > > > > OK, let me know what you find out. I was pretty surprised the > > > optimizers would go out of bounds, as I've used them on a variety > of > > > models without problems (as I bet you have, and many others too). > > > > > > Thanks in advance, > > > > > > > > > > > > > > > J-S > > > -- > > > ______________________________________________________ > > > Jean-Sebastien Guay jean-sebastien.g...@cm-labs.com > > > http://www.cm-labs.com/ > > > http://whitestar02.webhop.org/ > > > _______________________________________________ > > > osg-users mailing list > > > osg-users@lists.openscenegraph.org > > > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > > > > _______________________________________________ > > > osg-users mailing list > > > osg-users@lists.openscenegraph.org > > > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > _______________________________________________ > > osg-users mailing list > > osg-users@lists.openscenegraph.org > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > _______________________________________________ > > osg-users mailing list > > osg-users@lists.openscenegraph.org > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org