Jan,

Where is your website?  I may have done the same fix.  I think I commented
out some GL_TEXTURE_COORD_ARRAY code.


Zach

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jan Ciger
Sent: Wednesday, April 18, 2007 16:38
To: osg users
Subject: Re: [osg-users] cal3d lod

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Anders Backman wrote:
..
> The only really good way to go to get better performance is to do hw 
> skinning...

Which needs to be done in Cal3D actually. Or, at least you need to have an
option to be able to bypass the software vertex blending done by Cal3D. It
can be done, but it is a hack at best (not calling some of the updates for
the meshes) - Cal could use some major redesign.

BTW, what is the status of ReplicantBody? Is it still being actively
developed/maintained? There has been only a very little activity according
to the commits on Sourceforge. I recall having issues with starting and
stopping actions and similar - sometimes the action will start, sometimes it
will not, etc.

You may also want to take the patch I made to Replicant for OSG 1.2 from my
web site - it fixes usage of a deprecated (and now removed) API in the
SubMesh implementation.

Jan
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