[osg-users] [osgAnimation::TransformHardware]bug BonePalette indices ?
Julien Valentin
julienvalentin51 at gmail.com
Wed Aug 23 07:04:50 PDT 2017
Okay I found it
It was simply due to stateset sharing among several RigGeometry's sourcegeometries
Given that fact the TransformHardware mod several times the same stateset..and give wrong result
Will make a patch in osgexport in order to handle this case
mp3butcher wrote:
> Hello ol
> Excuse for my incapacity to be more formal but I've hacked a lot osganimation so it's hard to be sure
>
> But I just reproduce this strange bug, so there seams something wrong with uploaded vertexattrib:
> I add a guard in the skinning VS
>
> Code:
> if(matrixIndex < palettsize )
>
>
> (palettsize==MAX_MATRIX) )
> in computeAcummulatedNormalAndPosition func
> And the render gets badder (so the test gets a false value)
> It means that boneindex is wrong
> (Note that with this guard using uniform or UBO gives the same result so the bug might definitly come from here and not from uniform as i originally state in the subject)
>
> I add a vertexattribute check to test if the invcondition
>
> Code:
> if (indexelement of a vaa>=palettesize && associated weight!=0) print stuff
>
>
> on the ram side but it's never triggered ?!
>
>
> Any idea?
>
>
> robertosfield wrote:
> > Hi Julien,
> >
> > On 23 August 2017 at 00:51, Julien Valentin < ()> wrote:
> >
> > > Sorry false alarm, I mess up my brain for nothing
> > > Too tired to code
> >
> >
> > Does this mean you've got things working?
> >
> >
> > Robert.
> >
> >
> >
> > ------------------
> > Post generated by Mail2Forum
>
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http://forum.openscenegraph.org/viewtopic.php?p=71512#71512
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