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On 02/24/2012 04:13 AM, Robert Osfield wrote:
You should be able to do the cross platform route, but if there is a
bug on the OSG side on one particular platform we as a community just
need to fix it. I just have access to Linux, and have very little
Windows experience so can't help out with deb
Hi,
Am 24.02.12 16:52, schrieb Jason Daly:
>
> If it's not doing that properly, then something needs fixing. If you
> can create a simple example, like Robert suggested, I can try to help
> with the Linux and Windows implementations.
The os x / cocoa implementation works as intended.
cheers,
that seems not work, even i set endless true but the animation soon ends. so
does the duration is effectless, or i'm making a mistake on my implementation...
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Sorry, for some reason i thought that u need base skeleton position.
For first frame bone positions you can get it from channels.
Each channel have name and target name, target name is the bone name which it
modifies, channel name is StackedElement name inside of UpdateBone callback.
So you stop
On 02/23/2012 10:53 PM, John Simpson wrote:
Jason
I know it's possible if I dig into the windowing system for a specific
platform, but I was hoping to do it using an OSG cross-platfom method (see
first post).
I think you misunderstood me. What I meant was that OSG should be able
to provide
[quote="hybr"]
When your animation not playing, values mentioned above will contain default
bone position in skeleton.
[quote]
Hi!
But how can I know the bones matrix position before sending the animation
action to play???
Thanks!!!
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Hi Jordi,
On 23 February 2012 08:56, Jordi Torres wrote:
> I compiled OSG for iOS 5 and GLES2 from console, I'm preparing a submission
> with a couple of fixes necessary to do it. I hope I can finish it before 3.1
> release, but I need to do a bit of testing and clean the CMake code. I will
> pos
Hi John,
On 24 February 2012 03:53, John Simpson wrote:
> I know it's possible if I dig into the windowing system for a specific
> platform, but I was hoping to do it using an OSG cross-platfom method (see
> first post).
>
> The app's developing and I'm now using a CompositeViewer for which I'm
In skeleton there are bones hierarchy, for each bone which have
osgAnimaion::UpdateBone callback, you can get StackedTransform from it
Now from StackedTransform you can get bone matrix, or StackedTransformElements
(StackedTransform is a vector of those) which represent
scale\translate\rotateAxis
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