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									 scrawl | 30b101b175 | Fix build error in OSG_USE_FLOAT_MATRIX=OFF mode due to a double implicit conversion to double (pun doubly intended) | 2017-02-03 06:49:34 +01:00 |  | 
				
					
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									 scrawl | 84a92e665c | Improve performance in RigGeometry by optimizing for the most common case of identity geomToSkelMatrix | 2017-02-03 02:18:44 +01:00 |  | 
				
					
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									 scrawl | d5f497c47d | Pass the node path instead of the node visitor | 2016-07-02 19:27:19 +02:00 |  | 
				
					
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									 scrawl | cc0afe901f | Store a pointer to tangents array to avoid potential type casting issue | 2016-03-23 17:03:04 +01:00 |  | 
				
					
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									 scrawl | d1f6169889 | Add special handling of RigGeometry tangents in ShaderVisitor | 2016-03-23 16:48:41 +01:00 |  | 
				
					
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									 scrawl | c73ec71123 | Revert "Store the RigGeometry's source vertices and normals directly" This reverts commit 7a347e3483. | 2016-03-22 23:28:57 +01:00 |  | 
				
					
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									 scrawl | 60c8c4fdda | Revert "Animate tangents in RigGeometry" This reverts commit 9cf963b751. | 2016-03-22 23:28:52 +01:00 |  | 
				
					
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									 scrawl | 9cf963b751 | Animate tangents in RigGeometry | 2016-03-22 22:14:35 +01:00 |  | 
				
					
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									 scrawl | 7a347e3483 | Store the RigGeometry's source vertices and normals directly | 2016-03-22 22:01:56 +01:00 |  | 
				
					
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									 scrawl | d986b1a48b | Add comment | 2016-03-11 19:28:53 +01:00 |  | 
				
					
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									 scrawl | 1abb77f8a1 | Cleanup | 2016-03-11 19:18:51 +01:00 |  | 
				
					
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									 scrawl | e39f49a88f | OSG extensions namespace fixes | 2015-12-06 15:27:43 +01:00 |  | 
				
					
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									 scrawl | 94e8560bf8 | RigGeometry: do not allocate new NodePath every frame | 2015-11-22 20:01:09 +01:00 |  | 
				
					
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									 scrawl | 6d5aa272fc | RigGeometry: do not update the geomToSkelMatrix more than once per frame | 2015-11-22 19:54:27 +01:00 |  | 
				
					
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									 scrawl | 8e69c80bf6 | Add framenumber checks in various cull callbacks, so we don't update more than once per frame when multiple cameras are used | 2015-09-26 01:21:33 +02:00 |  | 
				
					
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									 scrawl | a1e74a35a2 | Revert "Use the WorkQueue to update skinning" This reverts commit d52d0d9640.
Moving to branch | 2015-06-10 19:08:56 +02:00 |  | 
				
					
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									 scrawl | d52d0d9640 | Use the WorkQueue to update skinning | 2015-06-10 18:16:02 +02:00 |  | 
				
					
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									 scrawl | 5de24552a8 | Leak fix | 2015-05-26 19:12:29 +02:00 |  | 
				
					
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									 scrawl | 83c6ba97c0 | Disable skinning updates for actors beyond the AI processing distance | 2015-04-30 00:10:24 +02:00 |  | 
				
					
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									 scrawl | 63b69db617 | Port skeleton based bounding boxes to the new skinning system Not sure if going to keep this, there's a noticable performance impact. | 2015-04-27 15:41:34 +02:00 |  | 
				
					
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									 scrawl | b4a06bd78d | Improve skinning performance | 2015-04-25 19:32:07 +02:00 |  | 
				
					
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									 scrawl | 28643660d3 | Change triangle indices to unsigned | 2015-04-21 20:56:16 +02:00 |  | 
				
					
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									 scrawl | 102eadf91c | Add some comments | 2015-04-21 20:42:50 +02:00 |  | 
				
					
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									 scrawl | eaa4316ff8 | Move skinning code to SceneUtil | 2015-04-21 20:30:48 +02:00 |  |