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. ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=72891#72891 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

