Re: [osg-users] Geometry colorArray

2010-08-20 Thread Emilie Deschamps
Hi, Thanks for your advices :) I was setting the dataVariance of my normal and vertex array to Dynamic, but not on my color array. To get it works I also call dirty on my color array (before I was trying to call dirtyDisplayList on my geometry instead of dirty on my color Array, which hasn't

[osg-users] Geometry colorArray

2010-08-19 Thread Emilie Deschamps
Hi, My question may be obvious but I can't figure it out. Here's my problem: I have a (rig)geometry, with a vertexArray, a normalArray, and a colorArray (bind per vertex). Somewhere else in my code, I keep pointers to some of those values (a subset of vertices, a part of my geometry). When I

Re: [osg-users] osganimation skinning

2010-06-16 Thread Emilie Deschamps
Hi, Thanks for your answer ! Yes I had already read this paper, it helps a lot. :) For Dual Quaternion skinning, I did pretty much what you said. My solution: I made a new class which inherits from RigTransform, and modify the calculation and what it's need. For the rest it is pretty much like

[osg-users] Software vs Hardware

2010-05-20 Thread Emilie Deschamps
Hi, I would like to have some information about RigTransformSoftware and RigTransformHardware, in osgAnimation. What are the main differences and when is it good to use one versus the other !? Thank you! Emilie -- Read this topic online here:

[osg-users] osganimation skinning

2010-05-18 Thread Emilie Deschamps
Hi, I have a question about skinning in osg; I am looking at the skinning exemple, and it is pretty simple : you have bones and their Inverse Bind Matrix (in skeleton space), a mesh ( TesselatedBox ) and an InfluenceMap to bind the mesh on the skeleton (with weights). Then, when an animation