Hi Jason,

On Fri, May 8, 2009 at 1:06 AM, Jason Daly <[email protected]> wrote:
> Not yet, but we're hoping to release it soon.  It'll be in the new version
> of our VESS library  (http://www.irl.ucf.edu/software/vess).

Excellent, so it'll be open sourced :-)

> About 10,000 or so, just for the COLLADA elements.  A lot of it relies on
> existing VESS classes too, so that number is probably a bit low, although a
> lot of the code is basic DOM-like functionality that just parses XML into
> various objects and structures.

That's a pretty big chunk.

>> What features did you extract from the files?  Geometry?  State?
>>
>
> Geometry, materials, textures, skin controllers, node hierarchy (including
> skeletons) and (certain) animations.  It only supports the COMMON profile
> for the COLLADA FX elements (no shaders at the moment).  Support for
> external references is also missing.

What was the motivation for writing this code?  You mention the the
COLLADA DOM didn't look easer to use than rolling your own.  I presume
that the OSG's plugin didn't expose enough data that you need in your
application.   Are you building the OSG scene graph for your collada
representation?

I ask these questions as I'd expect many others will be in a similar
position.  If there might be a way to solve several problems at one
time then it'll be a much more compelling task to rewrite our plugin,
rather than just trying to fix the compile issues.

Perhaps it might be possible to take your VESS collada code as a base
and create an OSG + VESS compatible library that both projects could
use.

Robert.




> Looking back over this code reminded me of how much there is to COLLADA and
> what features I had to glaze over or ignore completely just to get the work
> done in time.
>
> --"J"
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