On Dec 8, 2007 9:12 PM, Anders Backman <[EMAIL PROTECTED]> wrote: > I would say that osgAL is working rather well with osg as for now. > OpenAL++ is a rather healthy abstraction rather than integrating OpenAL > directly into osg... > You get support for ogg-vorbis, streaming sound, capture (from input > devices) etc...
Is OpenAL++ is now part of osgAL? > So I don't thing integrating osgAL would introduce any major problems, it > depends on OpenAL and ogg-vorbis, thats it. > Both are more or less standard in unix environments, and can easily be > included in the OpenSceneGraph dependency package for windows, so no issues > there as far as I see. Is the ogg-vorbis integration optional? Could it be factored out into a plugin? I'm just thinking about keeping a lid on essential external dependencies. > What I have been lacking is CMake environment. Most of the questions > regarding osgal I get is about building it together with osg, and it is > usually in linux. I really like CMake, and introducing Cmake into osgal > would make it pretty easy to integrate with osg. CMake integration should be straight forward, the only real extra job would be adding FindOpenAL.cmake and FindOgg-Vorbis.cmake. > 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... > > Would there be any interest to merge the two? > As far as I know, there are a few things in ReplicantBody that is good to > have, ground following, animation blending, fileformat specification etc.... I am "aware" of both osgCal and ReplicantBody body am not very familiar with the code bases/current feature sets. I would like to see consolidation of related functionality. There is also the osgCharacter library out in the the community section that could be considered in terms of functionality. I do wonder if something like osgCal could be the basis for a more generic osgAnimation library. Items like key frame animation would be great to support, as well as skeletal animation like in Cal3D. It be desirable to integrate Cal3D style functionality directly within such a library and do away with the external dependency. This is longer term speculation though, we need to walk before we can run, so having some character animation support would be a good first step. Robert. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

