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
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