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