[osg-users] [osganimation branch] Review, test, critics

Julien Valentin julienvalentin51 at gmail.com
Tue Oct 31 09:21:00 PDT 2017


I don't have modified enough the example myRigTranformHardware in osganiamtionhardware example (i will make a pr for it)
waiting for it, you can change  new myRigTranformHardware with new osgAniamtion::RigTranformHardware.
This example is an attempt of program sharing among rigs but it can't be done without knowing the common maximum MAX_MATRIX.
MAX_MATRIX could be removed easily from the shader logic...(by simply accumumulate weight until sum reachs 1) perhaps I will do that one day..if it's no too controversal...


reedev wrote:
> Hi Julien,
> 
> Hmm, the osg::clone in createCharacterInstance() does not work, crashes. 
> Unfortunately I don't have the tree up and running anymore at the moment 
> so I cannot create a stacktrace quickly. Software and hardware mode both 
> the same. I tried different clone modes but no luck.
> 
> I used nathan from git, btw. I guess that is the correct one (and nathan 
> has not grown up over the years ;-) )
> 
> I will try more later and report changes here.
> 
> cheers,
> Raymond
> 
> 
> 
> 
> 
> 
> On 31-10-2017 15:05, Julien Valentin wrote:
> 
> > Hi Raymond
> > nathan.osg works just fine...
> > tell use more
> > 
> > 
> > reedev wrote:
> > 
> > > Hi Julien,
> > > 
> > > To start with, can you point us which model we should use to try out the osganimationhardware example? nathan.osg does not load. Can you share a model that should work?
> > > 
> > > Thanks, cheers,
> > > Raymond
> > > 
> > > 
> > > 
> > > On 30-10-2017 16:08, Raymond de Vries wrote:
> > > 
> > > 
> > > 
> > > > Hi Robert,
> > > > 
> > > > On 10/30/2017 4:04 PM, Robert Osfield wrote:
> > > > 
> > > > 
> > > > 
> > > > > Hi Raymond,
> > > > > 
> > > > > On 30 October 2017 at 14:58, Raymond de Vries < ()> wrote:
> > > > > 
> > > > > 
> > > > > > 
> > > > > > 
> > > > > > > 
> > > > > > > 
> > > > > > > With these changes applied, did you get a chance to test how the new rev of osgAnimation is working?
> > > > > > > 
> > > > > > > 
> > > > > > > 
> > > > > > > 
> > > > > > > 
> > > > > > No, sorry, no time for that although I plan to do so asap. I will give it priority though since, if I recall correctly, you'd like to release 3.5.8 this week, right?
> > > > > > 
> > > > > > 
> > > > > > 
> > > > > I would like to get osganimation tested and if all goes well merged with master, I'll then tag 3.5.8.  I'd like to do that this week, clear my desk for being busy next week :-)
> > > > > 
> > > > > 
> > > > > Once 3.5.8 is out the way my focus on the OSG side moves to the finishing the shader_pipeline branch and getting this merged into master, and then finally go for OSG-4.0!
> > > > > 
> > > > > 
> > > > > 
> > > > > 
> > > > > 
> > > > Perfect, those are all good motivations, I will do at least my part testing the osganimation branch and master :-)
> > > > 
> > > > Cheers
> > > > Raymond
> > > > 
> > > > 
> > > > 
> > > > 
> > > > > 
> > > > > 
> > > > > Robert.
> > > > > 
> > > > > 
> > > > > 
> > > > > 
> > > > > 
> > > > > 
> > > > > 
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> > > > 
> > > > 
> > > > 
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