-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Vladimir Shabanov wrote:
> As I said before cal3d meshes are not used by osgCal for performance > and memory usage reasons. They are used at export stage to generate > ready to direct load meshes file. For compability loading from cal3d > .cmf-files is still here. > > The only things needed to be integrated in OSG to remove cal3d > dependeny are skeleton support and skeleton animation support. OSG and > osgCal have all other things. Skeleton animation is actually probably the trickiest part. Getting animations to blend right and to mix right, allowing procedural animation (bones driven by an algorithm, not just keyframe interpolation) and such are quite a big deal. That is why I am not so enthusiastic about ripping out Cal3D - nobody has so far offered to do this hard part. Rendering it is comparably easy. > > But skeleton animations is not enough, exporters to these animations > are also needed. It is artist pipeline that need most work. Very important point! > No. It's not linux only. osgCal2 works on windows also. There is no > CMake files in osgCal2, it uses old OSG make files to make osgCal on > unix systems and on mingw under windows. People have made Visual > Studio project files and osgCal works ok on windows. I didn't try the hardware accelerated version, but the software skinned one used to work just fine on Windows, indeed. Regards, Jan -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFHYFjvn11XseNj94gRAliKAJ92I/sQvTRduNCzMOkCT6PlJ1yPmQCgxTXB 4oGghkNNzCmVB1QdsnRfVyI= =GIwL -----END PGP SIGNATURE----- _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

