d.
Doing a memory map i can see a lot of memory entry with 8MB and at a
given time my program stop to create thread (from a limit i guess).
I did not dig enough yet to tell more, but if some of you have an idea
or suggestion i will take them.
Cheers,
Cedric
--
+33 659 598 614 Ced
the link
Cheers,
Cedric
--
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On Sun, 2009-11-29 at 19:52 +0300, Sergey Kurdakov wrote:
> Hi Cedric,
>
> would you consider using thread pool?
> virtual planet builder should have o
Hi all,
Ok reading the code and the doc of pthread, in order to have the
ressource freed at the end of the thread, i must call detach(). now i
have my memory back
maybe it could help for others that create thread in application on a
long period
Cheers,
Cedric
--
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sleep( 1000);
// check your system memory and virtual memory
return 0
}
I am not sure if we need to fix this inside osg, i mean calling detach do what
is expected.
Just user must be aware about this behaviour.
I hope i explained correctly
Cheers,
Cedric
--
+33 659 598 614
ead. It's not
thread that are consuming cpu.
I did not test on windows, the stuff about join() and detach(), so i
guess it would be good to have an advise about it.
Cheers,
Cedric
--
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On Mon, 2009-11-
you have.
You can fix it by setting up a bounding box by hand for now.
Cheers,
Cedric
--
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On Mon, 2009-12-07 at 08:14 +, Thomas Hogarth wrote:
> Hi All
>
>
> Had a little time to test som
Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net
On Wed, 2009-12-09 at 14:41 +, Robert Osfield wrote:
> Hi All,
>
> I've now checked in a couple of bugs fixes and some further
> submissions since my last call for testing, so could everyone do an
> svn
Hi Thomas,
I commited a fix for the bounding box computation. It should fix your
problem. Could you update and have a try ?
Cheers,
Cedric
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On Mon, 2009-12-07 at
Hi Paul,
I forget to commit a file. Should compile fine now.
Cheers,
Cedric
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On Wed, 2009-12-09 at 13:57 -0700, Paul Martz wrote:
> Seeing essentially the same l
ready.
Cheers,
Cedric
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On Sat, 2009-12-12 at 06:09 +, Thomas Hogarth wrote:
> "I commited a fix for the bounding box computation. It should
>
p the context or
could not we mimic the context creation as done in qt opendl demo.
It's maybe a stupid question but without digging yet inside, i would
like to find some lead to follow.
Cheers,
Cedric
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maybe someone worked
the other exporter that i am not aware.
Cheers,
Cedric
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On Mon, 2009-12-14 at 14:58 +0200, Trajce Nikolov wrote:
> Thanks Robert,
>
>
Hi Nick,
Yes use the one from me.
Cheers,
Cedric
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On Mon, 2009-12-14 at 15:27 +0200, Trajce Nikolov wrote:
> is the blender exporter the one listed in
/projects/osg/wiki/Community/NodeKits/osgAnimation
Cheers,
Cedric
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On Mon, 2009-12-14 at 19:46 +, Federico Costa wrote:
> Hi,
>
> i am newby with osg.
Hi
I have never used import of 3ds file in blender so i can't answer if
it's path that works or not.
Cheers,
Cedric
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On Tue, 2009-12-1
I use it for this project http://pok.me/ with blender
Cheers,
Cedric
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On Tue, 2009-12-15 at 16:32 +0200, Trajce Nikolov wrote:
> I might be in
I tried this fix and it works fine now.
Thank you for the fix
Cheers,
Cedric
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On Sat, 2009-12-19 at 05:58 +, Martin Beckett wrote:
> I remem
Hi,
I dont know if it can help but i did a stream in ogg format maybe it can
help you for test
http://stream.pok.me/stream.ogg
Cheers,
Cedric
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On
Hi,
Skinning header is not used anymore, it has been replaced with
RigTransformSoftware.
Cheers,
Cedric
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On Tue, 2009-12-22 at 14:57 +0100, nox
Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net
On Wed, 2009-12-30 at 17:12 +0100, Dominic Stalder wrote:
> Hi there
>
> what is the best way to animate osg node. At the moment I'm using the
> QTimer of Qt to transform the object. Is there a better / more e
Hi Markooz,
I will check the issue tomorrow with your blender file, then i will fix
the blender exporter if needed. I will give your more information
tomorrow.
Happy new year
Cheers,
Cedric
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ide OpenGL services around OpenSceneGraph and more
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On Sat, 2010-01-02 at 20:52 +, Mark Evin wrote:
> Hi Cedric,
>
> Happy New Year to you too!
>
> Thanks for your quick reply and guidance. I
project http://hg.plopbyte.net/pokme/
Cheers,
Cedric
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On Mon, 2010-02-01 at 17:39 -0500, r...@sensorstar.com wr
exporter:
ConvertToES2 myvisitor;
root->accept(myvisitor);
then after i can collect each geomtry transformed to be used on es 2
Any helps or pointer will be appreciate.
Cheers,
Cedric
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on es 2.0 and webgl so maybe i miss something.
Does it make sense for you ?
Cheers,
Cedric
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On Tue, 2010-02-02 at 17:30 +, Robert Osfield wrote:
&
around OpenSceneGraph and more
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net
On Tue, 2010-02-02 at 21:16 -0700, Chris 'Xenon' Hanson wrote:
> On 2/2/2010 4:54 AM, Sukender wrote:
> > Hi Julian,
> > AFAIK, Michael is currently upda
Hi Robert,
Exactly i want the scene only with shader.
I will have a try with shader gen
Thank you
Cheers,
Cedric
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On Wed, 2010-02-03 at 09:13 +
Hi Chris,
Your best shoot should be to contact Michael
Cheers,
Cedric
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On Wed, 2010-02-03 at 08:37 -0700, Chris 'Xenon' Hanson wrote:
>
Hi Raymond,
I remember it was tricky to build with the old version of sdk (2003), i
guess you can find information with google. But i recommand you to build
it with recent version of plateform sdk.
Cheers,
Cedric
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Thank you but it was released because Tharsis Software paid me to do it,
thanks to Tharsis Software :)
Cheers
Cedric
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On Wed, 2010-02-03 at 12:27
Hi Adrian,
I am sorry i dont have a small proof of concept only the code integrated
to a project (pokme).
I guess it would need one or two day of work to setup a small example.
Cheers,
Cedric
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Hi,
I know Paul did some work to use bullet physic engine with osg.
A search of osgBullet should point to his work.
Cheers,
Cedric
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On Mon, 2010-02
Hi Mark,
I can't dig it right now, but i keep it in my queue
Cheers,
Cedric
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On Wed, 2010-02-10 at 14:54 +, Mark Evin wrote:
> Hi,
>
Hi Bondy,
I have fixed this step, but i am not able to read fbx correctly.
I will put it on the submission list
Cheers,
Cedric
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On Thu, 2010-01-21
Hi Mark,
I tried to export your blender file with the last version of exporter
and the trunk and it works fine.
So just update the exporter and osg-trunk and it will work for you too.
Cheers,
Cedric
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Hi Alexander,
Have a look in osganimation examples with skinning. It will help you to
understand basics and structure of skinning in osg.
Cheers,
Cedric
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+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http
gt; may recall, was one of my suggestions) I think the submissions
> process could be improved a
> lot AND make your life easier. Really. No more diffs, weird
> e-mail attachment problems,
> etc. Changes would have to be against current versions of the
Hi Jamie,
I would be happy to have a look at your files, hardware skinning is
really young and i would be glad to make it more robust. Could you
provide a small example that i could test ?
Cheers,
Cedric
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just suggest to look into osganimationhardware example. I would
need your file to test it to give you more information.
Cheers,
Cedric
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On Thu, 2010-02
recommand to use the last version because animation
has been updated a lot since osg 2.8.2
Cheers,
Cedric
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On Fri, 2010-02-26 at 12:02 +, Peter Wrobrl
OpenGL services around OpenSceneGraph and more
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net
On Wed, 2010-03-03 at 16:08 +, Garrett Cope wrote:
> Hi Cedric,
>
> I was able to fix the issue by changing the way in which I was loading vertex
&
Hi Robert,
You can have an example of mercurial tree i use that is accessible on
the web.
http://hg.plopbyte.net/osg-trunk
get a clone to test it
hg clone http://hg.plopbyte.net/osg-trunk
Cheers
Cedric
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I have a very good tutorial for subversion users to understand easier
mercurial
http://hginit.com/
Cheers,
Cedric
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On Thu, 2010-02-25 at 10:19 +
Hi Tim,
which blender exporter are you using ?
The most up to date version is on a mercurial here:
http://hg.plopbyte.net/osgexport/
Cheers,
Cedric
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Good,
Could you provide a simple blender file that demonstrate the case, i
will check if i can fix it.
Cheers,
Cedric
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On Fri, 2010-03-05 at 12:19
edric
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On Fri, 2010-03-05 at 10:12 +0100, Mathieu Marache wrote:
> Hi CĂ©dric,
>
> I've setup a page on the wiki to describe as much a
Hi Tim,
Do you have still problem with the exporter ?
Cheers,
Cedric
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On Fri, 2010-03-05 at 12:19 +0100, Tim Moore wrote:
>
>
> On F
ge using gstreamer is that you can use the codec you
> want to encode the video and stream it over the web.
>
> The code is inside this project http://hg.plopbyte.net/pokme/
>
> Cheers, Cedric
>
> 2010/2/6 Cedric Pinson <mailto:cedric.pin...@plopbyte.net>>
>
> Hi
welcome.
Yes hardware should improve, not that for small skinned mesh, it does
not help at all.
I will have a look at that crash this evening.
>
> Thanks in advance,
>
> J-S
Cedric
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hing that can help us maintain a good frame rate
> is welcome.
>
> Thanks in advance,
>
> J-S
I remember that shaders are not loaded from osg-data, so i was forced
to copy shaders directory from osg-data in the current directory i run
osganimationhardware.
Cheers,
Cedric
- --
uction for video game, so it can explain some choices i
made. Off course it's not perfect but have been improved a lot by
contributors.
Many thanks to them
Cheers,
Cedric
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a
bit of code, but most of elements are there for someone that would
need to go in this way.
Cheers,
Cedric
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-BEGIN PGP SIGN
e us plenty of time for testing and resolving issues.
>
> Thanks! -Paul
>
>
> _______ osg-users mailing
> list osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
-
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
On 03/22/10 20:15, Robert Osfield wrote:
> Hi Cedric,
>
> On Mon, Mar 22, 2010 at 7:08 PM, Cedric Pinson
> wrote:
>> I tried osgAnimation with this release, and there is difference with
>> the trunk behavio
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
On 03/22/10 22:03, Cedric Pinson wrote:
> On 03/22/10 20:15, Robert Osfield wrote:
>> Hi Cedric,
>
>> On Mon, Mar 22, 2010 at 7:08 PM, Cedric Pinson
>> wrote:
>>> I tried osgAnimation with this release, and there
uld please
> take a look and let me know if it's now correct, I'd appreciate
> it. -Paul
I did a svn update and check all animation examples, it works as expected.
Cheers,
Cedric
>
>
>
> Cedric Pinson wrote: On 03/22/10 22:03, Cedric Pinson wrote:
>>>> On 03
0; i < normal->size(); i++)
{
(*normal)[i] = _normalSource[i];
}
}
}
/
Cheers,
Cedric
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On Tue, 2010-03-23 at 17:37 +, Michael Platings wrote:
> I see what you mean, yes all the update() and getValueAt() functions
> would have to be changed.
> I don't think this is too application
Hi,
I did a changes in osgAnimation to use double for time computation, i
did not change the time function in EaseMotion yet.
Could you have a try and tell me if it helps ?
Cheers,
Cedric
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Hi,
Thank you for the report,
I updated the file to remove the cast of duration
It should compile fine now
Cheers,
Cedric
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On Thu, 2010-03-25 at
Hi Peter,
You seem to use an old format of osgAnimation, the trunk of osg has
moved a lot regarding osgAnimation.
Could you have a try with the trunk of osg ?
Cheers,
Cedric
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OpenSceneGraph and more
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http://www.plopbyte.net
On Mon, 2010-04-05 at 12:26 +, Peter Wrobrl wrote:
> Hi,
>
> but how can this be a version issue ? I have created both the osg files with
> OpenSceneGraph 2.9.6.
>
598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net
On Sun, 2010-04-04 at 10:46 +, Peter Wrobrl wrote:
> Hi,
>
> Would like to suggest an own Categry for osgAnimation in this Forum, and also
> a user driven Wiki. Examples and Documentation ( if any
c online here:
> http://forum.openscenegraph.org/viewtopic.php?p=26602#26602
>
>
>
>
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
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heers,
Cedric
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On Mon, 2010-04-26 at 18:45 -0600, Paul Martz wrote:
> Cedric Pinson wrote:
> > I am doing a deferred shading and i have a problem to use the depth
> > buffer as i would like. Here the order of drawing:
> > consider using a scene A
> >
> > 1 Draw only in the zbuf
I fixed the problem, attaching a depth buffer and using the same camera
for pass 1 and pass 2 and
Thank you for your help
On Tue, 2010-04-27 at 11:14 +0200, Cedric Pinson wrote:
> On Mon, 2010-04-26 at 18:45 -0600, Paul Martz wrote:
> > Cedric Pinson wrote:
> > > I am doing
am about to start working on
> the same thing
>
> -Nick
>
>
> On Tue, Apr 27, 2010 at 2:20 PM, Cedric Pinson
> wrote:
> I fixed the problem, attaching a depth buffer and using the
> same camera
> for pass 1 and pass 2 a
osg-users-openscenegraph.org
>
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>
>
>
>
>
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>
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>
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>
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On Fri, 2010-05-28 at 08:12 +, Aitor Ardanza wrote:
> Hi,
>
> I have seen in osgChina these lines of code ...
>
>
> Code:
> osg::ref_ptr node = osgDB::readNodeFile("walk.bvh");
>
. Am I missing something?
>
> Thanks.
> Alessandro
>
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; "<<(*it)->getDuration()<
> i++;
> }
>
> return;
> }
> }
> traverse(node);
> }
> };
>
>
> And tried with a simple FBX model, but animation do not play.
>
&
OpenGL, WebGL and OpenSceneGraph services
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I made a quick test, and it seems that other examples related to
osgAnimation works fine, I suppose it's just something related to
display.
I will continue to debug it later
Cheers,
Cedric
On Wed, 2010-06-02 at 12:45 +0200, Cedric Pinson wrote:
> Hi Robert, All
>
> I dont know h
Ok in fact it works, just the camera is not set correctly by default. So
the nathan.osg is loaded but very far and clipped.
I will check later why ...
Cheers,
Cedric
On Wed, 2010-06-02 at 13:22 +0200, Cedric Pinson wrote:
> I made a quick test, and it seems that other examples related
On Wed, Jun 2, 2010 at 5:33 PM, alessandro terenzi
> wrote:
> No progress on my side...
>
> I'm attacching the OSG model converted from FBX...
>
> Alessandro
>
>
>
> On Wed, Jun
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een a lot of work done on it recently).
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+33 (0) 6 63 20 03 56 Cedric P
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+33 (0) 6 63 20 03 56 Cedri
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+33 (0) 6 63 20 03 56 Cedric Pinson mailto:cedric.pin...@plopbyte.net
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it stops when it tries to install the osgAnimation lib.
>
> I'm not aware of one.
>
> Robert.
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Hi Robert,
Thank you for the fix, i use by default ref_ptr and after only i think
if it's a performance problem :)
It better to keep your version.
Thank you
Cedric
On Wed, 2009-06-17 at 19:49 +0100, Robert Osfield wrote:
> Hi Cedric,
>
> On Wed, Jun 17, 2009 at 7:06 PM, Cedric
ugins\osgAnimation\osgdb_osganimation.dir\Release\BuildLog.htm"
> > 2>Plugins osganimation - 2 error(s), 0 warning(s)
> > 3>-- Build started: Project: Examples osganimationtimeline,
> > Configuration: Release Win32 --
> > 3>Compiling...
> >
enscenegraph.org/viewtopic.php?p=14664#14664
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+33 (0) 6 63 20 03 56 Cedric Pinson mailto:cedric.p
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+33 (0) 6 63 20 03 56 Cedric Pinson mailto:cedric.pin...@plopbyte.net
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+33 (0) 6 63 20 03 56 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http
+0200, Cedric Pinson wrote:
> Hi,
> What do you use to animate your objects ?
>
> Cheers,
> Cedric
>
> On Mon, 2009-07-06 at 08:51 -0300, Carlos Sanches wrote:
> > Hi all !
> > I have a animated object and I need that the animation stops in the
> > last frame, not
ber of frames in the
> animation.
>
> These kind of functions ll help a lot with movies or image sequences
> and 3D object animations .
> I always have to know when an animation ends to execute next action.
> Nobody had this kind of problem ??
>
>
>
>
>
to
> osg nowadays from modern 3D modeling softwares. And what they can /
> cant do nowadays (i.e. how to bring those geometrychange –animations
> to osg)?
>
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what tool do you use for unit test ? (we use window and linux )
>
> Thanks.
>
> Regards,
>Vincent.
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Hi,
It's possible the problem comes from the relative/absolute. Do you have
a minimal sample code/data to reproduce the problem ?
Cheers,
Cedric
-
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
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On Sat, 2009-08-29 at 16:32 +0200, Bao-Anh wrote:
k you will not need skeleton and
bone, so it will be easier to setup (there are example in osg)
Cheers,
Cedric
-
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
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On Mon, 2009-08-31 at 08:06 +, Danny Lesnik wrote:
> Hi,
>
> When
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