Hi Drake,
You could have a matrix wrapped up in your custom GizmoDrawable but you'd
have to be careful about when you passed on the matrix.
One normally doesn't cache matrices this way, as it usually isn't
required. There is chance that you are trying to tackle a problem that
there is an
Happy new years everyone! Hope everyone had a great holidays!
I just wanted to update this thread and bump it as I am now doing some further
tweaking on getting things running optimally.
I narrowed down some things, and I now have ONLY the hands being rendered in
release mode. I get around
If I am not mistaken, you will have to run your own vertex shaders in order
to do hardware animation skinning. The osganimationhardware example
provides a very basic example of doing so.
This may mean that your shader might have to be hardcoded to work with a
specific 3D model (bone structure)
Well, Ill try describe what I'm trying to do. I have scene where I put object
with this code:
Code:
std::string path=models\\;
std::string path2=textures\\;
osg::Node* scene = osgDB::readNodeFile(path+n);
scene-setName(scene);
osg::BlendFunc
Hi Drake,
I can't personally help you, I know nothing about gizmo. You don't really
explain what you are trying to do either, you provide code, which is a
specific attempt at a solution to a problem, not a definition of the
problem which makes it doubly impossible to guess what you need to do.
Hi Drake,
just guessing by the subject of the email. If you want to store matrix to
some node (your child node) you can use the userdata of the node and
RefMatrix. Something like
osg::Matrix parentMatrix;
child-setUserData(new osg::RefMatrix(parentMatrix));
then dynamic_cast the userData to
6 matches
Mail list logo