Re: [osg-users] New osgAnimation developments now merged with OSG master

2017-11-13 Thread Julien Valentin
Hi Raymond I can't think of a way to "combine" easily MDI and osgAnimation. The video you've seen was an old try using only GL3 TFfeedback (as in Aqnuep forest demo.. It exibit same bottlenecks due to async reqs). If you want I'll make an other video to illustrate the the perf gap with MDI

Re: [osg-users] New osgAnimation developments now merged with OSG master

2017-11-12 Thread Raymond de Vries
Hi Julien, I expected this indeed, your combination of RigHWTrans and MDI. I have been watching your movies. Is there a way that I/we out a similar scenario? Either here or a pm. I would be happy to try out more scenarios. Cheers, Raymond Verstuurd vanaf mijn iPad > Op 12 nov. 2017 om

Re: [osg-users] New osgAnimation developments now merged with OSG master

2017-11-12 Thread Julien Valentin
Hi, The motivation behind this work was an annoying bug in RigHWTrans avoiding me to correctly control an animation baking pipeline for the purpose of MDI crowd rendering. The main part of changes done have been done for code readability nevertheless a few features have been added: Changelog:

Re: [osg-users] New osgAnimation developments now merged with OSG master

2017-11-12 Thread Raymond de Vries
Hi Robert, Julien, Fyi, I rebuilt master with VS2015 32 bit and all it (still) building fine. Nathan is also rendering fine. Julien, can you elaborate what has changed from a user's point of view wrt your osganimation changes? What did you improve in particular and what other/new

[osg-users] New osgAnimation developments now merged with OSG master

2017-11-11 Thread Robert Osfield
Hi All, Today I merged the osganimation branch that Julien Valentin has been working on. If you have questions about the specifics of these changes then I'll let Julien provide answers. With any major set of changes being merged there is always the chance of build errors on platform