On Dec 10, 2007 8:27 PM, Jeremy Moles <[EMAIL PROTECTED]> wrote:
> One thing that should be kept in mind when using Cal3D is that in it's
> current state, Cal3D isn't a skeletal system alone--it's a skeletal
> animation system+mesh format, and one cannot be divorced from the other.
> Furthermore, there is a lot of data reproduction in Cal3D that already
> exists in OSG, and no way to easily (or cleanly) make changes therein.

How big is Cal3D?  I ask in terms how much effort would it be required
to reimplement the unique parts not found in the core OSG?

> In the opinion of someone who is familiar with Cal3D, I'd say that we
> wait a bit on inclusion of this until someone has the time to cleanup
> the current plugin. Hardware skinning is a pretty common performance
> boost these days, and whatever solution arises for OSG, I'd personally
> look at support for this feature as the make-or-break aspect.

I thought there was already hardware skinning support in place.  So
which versions which hardware skinning?

> To be completely honest, character animation is such a huge issue unto
> itself that it probably deserves a lot of discussion and review before
> any steps are taken--but that's just my opinoin.

Indeed - a good topic to break out into a separate thread...

> P. S. When I finish a release-candidate version of osgHUD (or whatever
> you want to change the name to), I'll be peddling that for inclusion as
> well. :) I've made a number of changes in the last few days if anyone is
> keeping up with SVN, and almost done with a decent implementation of a
> "table" layout, very similar to how HTML tables are done... however, no
> one posted any complaints to my first thread, so I'm just going to keep
> proceeding as normal, though I did remove the silly functional code that
> no one could have possibly understood but myself... it's a shame how
> difficult it is to do use something as [conceptually] easy as
> std::for_each()--it's a nightmare, when you can almost always achieve
> the same thing cleaner and with less code using for(iter;iter;++)...

If you can get osgHUD ready for integration then I'm very open to
reviewing it with a view to inclusion in 2.4/2.6.  We do need to save
people from the trials and tribulations of going with something like
CEGUI.

W.r.t awkwardness of some program concepts, C++ is the culprit here.
My own feeling is that scripting languages shine for high level GUI
work.  One could use a scripting language for both the control and the
layout setup.  How to make this integration possible is another big
topic...

Robert.
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