Hi Aric, I have now merged all your changes, but changed the default of switchHands to make sure the plugin works as it did before.
Robert. On Wed, Mar 25, 2009 at 4:19 PM, Aric Aumann <[email protected]> wrote: > Please see attached ReaderWriterDirectX.cpp for the changes needed to add > options leftHanded and rightHanded. In this reader, the default is > rightHanded since that's what I'm using. The published version should > probably change switchHands to true to make leftHanded the default. I don't > think there is any flag in the .x spec for left or right handed models. > From what I can tell, this is pretty specific to the XSI exporter and may be > specific to the particular version of XSI that our modeler is using. In > general, it seems to just be up to the programmer to know what system the > model is in and use it accordingly. > > As for providing a file that uses the FrameTransformMatrix, I haven't > gotten permission from our modeler to use his models, so am looking for an > example in Microsoft's SDK that has the nodes. For now, an example that I > hand-edited so it has one colored box and a second smaller box at an offset > - > > http://crazysweet.net/two_boxes.x > > The osg loader draws the two boxes on top of each other, so it looks like > only one. The directX Viewer shows the two distinct boxes. > > I won't end up needing to use transform matrices for the current project - > I've been able to generate the model I need using osgconv and the > pseudo-loaders, exporting to osg native files. > > Thanks, > Aric > > > ------------------------------ > *From:* Ulrich Hertlein <[email protected]> > *To:* OpenSceneGraph Submissions <[email protected] > > > *Sent:* Tuesday, March 24, 2009 5:38:30 PM > *Subject:* Re: [osg-submissions] DirectX plugin minor fixes > > Hi Aric, > > On 25/3/09 3:24 AM, Aric Aumann wrote: > > According to this spec, "the frame can contain objects of the type Mesh > > and a FrameTransformMatrix." I might end up needing to handle the > > matrices, but at this point I think it's more likely that our modeler > > can just export models without the matrices, and the parseSection will > > be good enough as-is. > > Can you make one or more of these models available for download in case > someone wants to tackle this issue? Unless of course there's an I.P. > issue... > > > I've added an option on our local build that makes the handedness swap > > in ReaderWriterDirectX.cpp an option. Our modeler is using XSI, which > > has a DirectX export but it puts out right handed coordinates, so the > > hand swap isn't necessary. I don't know how common of an issue this is, > > but can provide my changes. > > Is there some flag in the .x file that specifies right-hand vs. left-hand > CS? I was under the assumption that .x files are *always* left-handed > (because the rest of DX is). > > The obj loader supports a similar option (called 'noRotation' which maybe > isn't the best choice) so I'd say go ahead and submit it. (Also saves you > to worry about conflicting changes.) > > <rant> > This is sheer madness: at least the spec says what it's storing, but hey, > that's not stopping vendors from happily fscking the spec without a way to > detect this at load time. > </rant> > > Cheers, > /ulrich > _______________________________________________ > osg-submissions mailing list > [email protected] > > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org > > > _______________________________________________ > osg-submissions mailing list > [email protected] > > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org > >
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