Hi Julien,

Take it easy, as far as I am concerned. I am not waiting for it in the short time.

Cheers
Raymond


On 31-10-2017 17:21, Julien Valentin wrote:
I don't have modified enough the example myRigTranformHardware in 
osganiamtionhardware example (i will make a pr for it)
waiting for it, you can change  new myRigTranformHardware with new 
osgAniamtion::RigTranformHardware.
This example is an attempt of program sharing among rigs but it can't be done 
without knowing the common maximum MAX_MATRIX.
MAX_MATRIX could be removed easily from the shader logic...(by simply 
accumumulate weight until sum reachs 1) perhaps I will do that one day..if it's 
no too controversal...


reedev wrote:
Hi Julien,

Hmm, the osg::clone in createCharacterInstance() does not work, crashes.
Unfortunately I don't have the tree up and running anymore at the moment
so I cannot create a stacktrace quickly. Software and hardware mode both
the same. I tried different clone modes but no luck.

I used nathan from git, btw. I guess that is the correct one (and nathan
has not grown up over the years ;-) )

I will try more later and report changes here.

cheers,
Raymond






On 31-10-2017 15:05, Julien Valentin wrote:

Hi Raymond
nathan.osg works just fine...
tell use more


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.







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