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 > > _______________________________________________ > 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
