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move
scrawl 9 years ago
parent 1abb77f8a1
commit d986b1a48b

@ -13,6 +13,9 @@ namespace SceneUtil
/// @brief Mesh skinning implementation.
/// @note A RigGeometry may be attached directly to a Skeleton, or somewhere below a Skeleton.
/// Note though that the RigGeometry ignores any transforms below the Skeleton, so the attachment point is not that important.
/// @note To avoid race conditions, the rig geometry needs to be double buffered. This can be done
/// using a FrameSwitch node that has two RigGeometry children. In the future we may want to consider implementing
/// the double buffering inside RigGeometry.
class RigGeometry : public osg::Geometry
{
public:

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