Okay I found it It was simply due to stateset sharing among several RigGeometry's sourcegeometries
Given that fact the TransformHardware mod several times the same stateset..and give wrong result Will make a patch in osgexport in order to handle this case mp3butcher wrote: > Hello ol > Excuse for my incapacity to be more formal but I've hacked a lot osganimation > so it's hard to be sure > > But I just reproduce this strange bug, so there seams something wrong with > uploaded vertexattrib: > I add a guard in the skinning VS > > Code: > if(matrixIndex < palettsize ) > > > (palettsize==MAX_MATRIX) ) > in computeAcummulatedNormalAndPosition func > And the render gets badder (so the test gets a false value) > It means that boneindex is wrong > (Note that with this guard using uniform or UBO gives the same result so the > bug might definitly come from here and not from uniform as i originally state > in the subject) > > I add a vertexattribute check to test if the invcondition > > Code: > if (indexelement of a vaa>=palettesize && associated weight!=0) print stuff > > > on the ram side but it's never triggered ?! > > > Any idea? > > > robertosfield wrote: > > Hi Julien, > > > > On 23 August 2017 at 00:51, Julien Valentin < ()> wrote: > > > > > Sorry false alarm, I mess up my brain for nothing > > > Too tired to code > > > > > > Does this mean you've got things working? > > > > > > Robert. > > > > > > > > ------------------ > > Post generated by Mail2Forum > ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=71512#71512 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

