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
> 


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