I've recently run in to what I believe is a bug.

I'm currently using hardware skinning to animate a character and I'm having 
some issues with the bounding box calculation of the character. 

It seems that applying a scale transform in a parent MatrixTransform is giving 
me the wrong bounding box size. 

For example...

compute bound on the drawables gives me the correct bounding box dimensions, in 
this case ~14.0.
As computeBound() returns back through the node path during it's calculation 
the scale gets applied to it and the final radius of the bounding sphere is 
~.14.


I am not sure why this is occurring as this functionality seems to work 
correctly on objects that are not skinned on the hardware.


-Steve

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=72776#72776





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