Okay Concerning problems encountered with nathan and HWtrans I think i remember the difference of behavior of the RigTransformHW:
1/In master nathan HW have the "luck" to work because SourceGeometries share stateset. In this case a stateset is process mulitple times by RigTransHW::init() give uncontrolled but luckyly good result (the last init(riggeometri) have a MAX_MATRIX higher enough to embed previously generated program) 2/in the branch riggeoemtry are supposed not to share stateset : if a ss is processed a second time its program is supposed to be a userdefined (so it stay the same with a MAX_MATRIX to low to embed the intended behavior) The addition of a "rigs can't share ss" rule seams to be the only solution to control the result of the HWModel... mp3butcher wrote: > Hi Raymond > I just tested: > nathan.osg works just fine at least with RigTransSoftware > (osganimationviewer), > tell us more about your test > > Nevertheless I have noticed a potential problem with RigTranHW > (osganimationhardware) that i doesn't diagnose but I believe to remember > there were problems with this model and RigTransformHW with master > > For the test bench, i advice to use blender model and osgexport addon (with > my pr) or use osg fbx plugin to import for Autodesk... > > > > reedev wrote: > > Hi Julien, > > > > To start with, can you point us which model we should use to try out the > > osganimationhardware example? nathan.osg does not load. Can you share a > > model that should work? > > > > Thanks, cheers, > > Raymond > > > > > > > > On 30-10-2017 16:08, Raymond de Vries wrote: > > > > > > > Hi Robert, > > > > > > On 10/30/2017 4:04 PM, Robert Osfield wrote: > > > > > > > > > > Hi Raymond, > > > > > > > > On 30 October 2017 at 14:58, Raymond de Vries < ()> wrote: > > > > > > > > > > > > > > > > > > > > > > > > > > > With these changes applied, did you get a chance to test how the > > > > > > new rev of osgAnimation is working? > > > > > > > > > > > > > > > > > > > > > > > > > > > > > No, sorry, no time for that although I plan to do so asap. I will > > > > > give it priority though since, if I recall correctly, you'd like to > > > > > release 3.5.8 this week, right? > > > > > > > > > > > > > > I would like to get osganimation tested and if all goes well merged > > > > with master, I'll then tag 3.5.8. I'd like to do that this week, clear > > > > my desk for being busy next week :-) > > > > > > > > > > > > Once 3.5.8 is out the way my focus on the OSG side moves to the > > > > finishing the shader_pipeline branch and getting this merged into > > > > master, and then finally go for OSG-4.0! > > > > > > > > > > > > > > > > > > > Perfect, those are all good motivations, I will do at least my part > > > testing the osganimation branch and master :-) > > > > > > Cheers > > > Raymond > > > > > > > > > > > > > > > > > > > > > Robert. > > > > > > > > > > > > > > > > > > > > > > > > > > > > > _______________________________________________ > > > > > osg-users mailing list > > > > > () > > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > > > > > (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) > > > > > > > > > > > > > > > > > > > > > > > > > _______________________________________________ > > > > osg-users mailing list > > > > () > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > > > (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) > > > > > > > > > > > > > ------------------ > > Post generated by Mail2Forum > ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=72279#72279 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

