I don't have requirements to test it by myself but can give you some insight 
about the vertex shader
gl_ModelViewMatrix in the shader should embed the matrix scale your talking 
about (try to remove it from the shader if the result is the same-wich in 
doubt- then your scaling transform is correctly apply)
matrixPalette contain dynamic transform managed via 
osgAnimation::StackedTransformElement

my guess is you transform problem come not from a osg::Transform but from 
a osgAnimation::StackedScaleTransform on your Rig


DrPowers wrote:
> Thanks for the attention Julien.
> 
> I'm setting my initial bound for the drawable equal to the computeBound() 
> returned by the initial geometry, which gives me radius = 20. This 
> calculation does not have the scale applied to it.
> 
> The character (a whale in this example) renders with dimensions around 20m 
> which should be wrong since there is a scale value of 0.1 applied within it's 
> node path. I would expect to see the whale render with dimensions around 2m
> 
> Something somewhere is not getting scaled properly. It's either the hardware 
> skinning (my guess) or something else. Let me try some things and get back 
> with further information.


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