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Anders Backman wrote:
> What is the feature list for osgCal these days?
> Im not following it in any detail, and I guess Im "home-blind" as we
> developed ReplicantBody and have been rather satisfied with that...

osgCal is quite low level -  a simple wrapper over Cal3D, but it has
hardware skinning and quite efficient rendering code these days. Last
time I checked there were some issues with the hardware skinning, though
- - a merge would be a good opportunity to clean the code up.

> Would there be any interest to merge the two?

I think that Replicant should drop its own rendering implementation
(which is buggy with regards to multithreading and state management, not
to mention the terrible performance) and use osgCal to render the
characters. I started to look into this, it shouldn't be too difficult
to do.

> As far as I know, there are a few things in ReplicantBody that is good to
> have,

- - ground following,

Yup, this is useful.

- - animation blending

Cal3D does that, therefore osgCal as well.

- - fileformat specification etc....

This is not so great because it needs the special libraries and needs
two different, non-standard file formats (.char and .rbody) on top of
Cal3D data with their own, specific parsers and everything. I would
really love to see an implementation where a character is a zip file
containing everything and I would not need to hardwire path into the
config files in order for the code to find the data.

Regards,

Jan

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