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

Raymond de Vries reedev at xs4all.nl
Tue Sep 5 13:15:47 PDT 2017


Hi Julien,

This sounds promising and I will try it out. For my/our understanding: should we be able to use our models from for instance fbx files as-is?

Is there a relation, or will there be, with your MDI work?

Cheers,
Raymond


Verstuurd vanaf mijn iPad

> Op 5 sep. 2017 om 20:57 heeft Julien Valentin <julienvalentin51 at gmail.com> het volgende geschreven:
> 
> Up for the ML:
> Hi,
> A new development branch on refactoring of osgAnimation has been open. 
> https://github.com/openscenegraph/OpenSceneGraph/tree/osganimation
> .
> Main features
> -Rewriting of animation datapreparation and RigTransforms (have observed few perf enhancement for both loading and software animation)
> -Delegates animation data preparation to RigTransform instead of RigGeometry (and so remove the utility of Influence Set)
> -add a MorphTargetHardware implementation
> -add a bunch of utility functions to deal with VertexInfluenceMap
> -various cleanup and bug fixes
> 
> I invite you all to test, review and critic new design and features.
> I would like to know if some of you experience problem with their model...(I'm not perfect:/ so perhaps I miss something)
> Feel free to give your feedback here
> 
> Things to know:
> -using RigTransformHW, the skinning.vert from OpenSceneGraphData.git must be modified changing 
> 
> Code:
> uniform int nbBonesPerVertex;
> 
> 
> to
> 
> Code:
> uniform uint nbBonesPerVertex;
> 
> 
> Perhaps it breaks backward compatibility, please tell me
> 
> PS:Further, from a personal point of view I would push refactoring toward backward miscompatibilities with few renaming so tell here if anyone manipulate VertexInfluence in their work.
> 
> 
> 
> Thank you!
> 
> Cheers,
> Julien
> 
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=71631#71631
> 
> 
> 
> 
> 
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