Forgot to specify a change: geometries with more than 65k triangles are 
automatically split in multiple meshes.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/

----- "Sukender" <[email protected]> a écrit :

> Hi Robert,
> 
> Here is our freshly baked 3DS reader/writer (named 'v0.5' to
> differentiate from previous one). Changes are against trunk rev.
> 10819.
> Short changelog (from rev 10819):
> - Added 3DS writer
> - Sync'd with latest lib3DS
> - Added options, especially "flattenMatrixTransforms" to get the "old"
> behaviour (else the reader correctly maps to OSG the transforms from
> the 3DS file).
> 
> What should be done:
> - Check with pivot points, with and without "flattenMatrixTransforms"
> option.
> - We ran tests on it, but we can never be 100% sure there is no bug.
> Testing from the community would of course be helpful.
> 
> Some files have been added, some (old lib3ds) have been removed. Feel
> free to ask if anything goes wrong during integration.
> Cheers,
> 
> PS: Don't try to find "v0.4" anywhere on the mailing list; it hasn't
> been posted.
> 
> Sukender
> PVLE - Lightweight cross-platform game engine -
> http://pvle.sourceforge.net/
> 
> ----- "Robert Osfield" <[email protected]> a écrit :
> 
> > Hi Sukender,
> > 
> > On Tue, Nov 24, 2009 at 9:53 AM, Sukender <[email protected]> wrote:
> > > I confirm that "old" 3DS reader merges transforms into vertices
> (=
> > vertices are transformed and MatrixTransforms become Groups). I'll
> > create an option for the new reader to have both behaviours (keep
> > transforms or merge them). According to you, what should be the
> > default behaviour?
> > > I suggest it should be the "old" one, knowing the fact lib3DS
> merges
> > transforms (= I have to undo what is done in lib3DS to keep
> > transforms, leading to possible rounding errors); but this is
> subject
> > to discussion, I think.
> > 
> > Thanks for the investigation/explanation.  Having an option for
> both
> > would be appropriate, what you may be able to do is move the
> > transformation of vertices onto the the
> > osgUtil::Optimizer::FlatterStaticTransforms.  As for the default,
> if
> > he model appears on screen the same then it's likely that keeping
> the
> > transforms would be fine, especially as osgUtil::Optimizer can get
> > rid
> > of them anyway.
> > 
> > As for precision - leaving the transforms in the scene graph will
> > likely lead to better precision if the subgraphs have local
> > coordinate
> > - which is the typical setup of models.
> > 
> > Robert.
> > _______________________________________________
> > osg-submissions mailing list
> > [email protected]
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
> 
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