HI Jason,

On Fri, May 8, 2009 at 9:36 PM, Jason Daly <[email protected]> wrote:
> Yeah, I suppose it is, it seems less now that it's done, but I guess I was
> busy for a while with it.

Time often colours reality in a favourable light :-)


>> 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.
>
> Right.  In general, we needed an art path between 3ds MAX and VESS, and
> specifically, we needed it for animated characters.  We had an existing
> Cal3D-based solution, but it was getting harder and harder to maintain.
>  osgAnimation had been talked about then, but it hadn't really gone anywhere
> yet, and we already had some of the needed data structures in place from the
> Cal3D work.

If only we could click our fingers and turn back time... without
loosing all the effort done during that time.  Where's Hiro when you
need him!

> A big part of VESS is the scene graph abstraction layer (which proved quite
> useful to us when Performer died).  VESS nodes and attributes are
> implemented (in this version) using the appropriate OSG objects.  So, I'm
> not constructing an OSG scene graph explicitly, but there is one being
> constructed.

Yes this make sense.  In terms of reuse it might limit us.  Although
perhaps one could take a builder plugin approach to constructing scene
graphs.

>> 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.
>>
>
> Well, I don't think there will be a problem with contributing the code.  I'm
> a bit skeptical as to how useful it will be, as a lot of it is pretty
> specific to the way VESS works.  I suppose it may be better than starting
> completely from scratch, though, and it's commented pretty thoroughly, so it
> should be understandable.  I can't promise I'll have time to work on it
> myself, but I'll try, and I can certainly answer any questions that come up.
>
> Let me know if you want to move forward with this, and I'll see what we can
> do.

Even if one only learns from it it would still be a useful thing to review.

Do you have a timeline for when it might be open sourced?

Robert.
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