Hi Wang,
I dont know exactly how you would want morph, today there is nothing yet
in osgAnimation to do morph of shape, but you could use osgAnimation to
control your controlpoints with an EaseMotion or a Sampler (it's
something that contains keyframes and interpolates between them)
Your project is very intersting.
Cheers,
Cedric
Wang Rui wrote:
Hi Jeremy,
Thanks for help. BTW, I also have the plan to help implement some
morph animations. For example, moving and rotating some of the
vertices to make a multi-segment box walking like a snake. I think it
can realize with the VBO or just with dirtyDisplayLists (but not
efficient, anyhow osgModeling classes are derived from
osg::Geometry, so can do anything as Geometries do). I might support
some interfaces to alter the control points of surfaces and affect
related veritces then. Maybe it can work with the osgAnimation if you
have such morph animating mechanism. What do you think?
Wang Rui
2008/11/5 Jeremy Moles <[EMAIL PROTECTED]
<mailto:[EMAIL PROTECTED]>>
On Tue, 2008-11-04 at 10:53 -0500, Jean-Sébastien Guay wrote:
> Hello Wang Rui,
>
> > They are tessellated at a given detail level, that is, they
are all
> > derived from osg::Geometry and can be regard as geometries. I
know it is
> > more efficient to use geometry shaders, but maybe it is more
easier to
> > save and modify data from vertices arrays, and make the
library suitable
> > for some low level grpahics systems.
>
> No, that's fine. It would be interesting to provide different
rendering
> implementation back-ends which could be switched at runtime. But
doing
> it as osg::Geometry is fine as a first step.
>
> > I'm just considering to write a plugin to read curve/surface
data file.
> > Do you know any format that supports parametric
curves/surfaces? Does
> > .osg format support them?
>
> You can add whatever you want to the .osg format. Have a look at the
> osgWidget .osg plugin for example, it's a good example of
extending the
> .osg format to support new types of objects.
Everything that's in the osgWidget plugin loader is just a
skeleton for
future use, so it would be a great place to start to look and see how
it's done. Just remember, you'll want to dyn_cast<>() your osg::Object
reference to something you can set values on as you read, and as you
write.
> J-S
_______________________________________________
osg-users mailing list
osg-users@lists.openscenegraph.org
<mailto:osg-users@lists.openscenegraph.org>
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
------------------------------------------------------------------------
_______________________________________________
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
--
+33 (0) 6 63 20 03 56 Cedric Pinson mailto:[EMAIL PROTECTED]
http://www.plopbyte.net
_______________________________________________
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org