Hi Neil,

Thanks for your proposal! I'm pretty sure I'll ask you to test the 3DS stream 
read, and the writer, once submitted.
About Collada, I had some feedback that roughly says "powerful but never 
interpreted the same way, depending on the software"... is that really true?
About FBX, I'm not sure it could be integrated as-is in OSG... Did someone 
investigate?

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/

----- "neil hughes" <[email protected]> a écrit :

> Hi Sukender & Robert,
> 
> Just to emphasise what has already been said really, but we have
> literally 10's of thousands of 3DS models for various manufacturer's
> products, so whilst I accept there are significant limitations with
> 3DS structure now compared to more modern formats, the sheer size of
> the back catalogue means it will be around for a long time to come.
> Hence I think support for 3DS is important within OSG.
> 
> Robert's comments about the 3DS reader supporting streams is vital for
> us now with our web based catalogue viewing system.
> 
> In regards to the ability to write a 3DS file, this would be
> fantastic. If help/assistance/testing is wanted I'm sure I'd be able
> to find some time. If you need sample models these could probably be
> provided as well.
> 
> In regards to Collada, my recent excursions into conversions from 3DS
> to collada via osg has had mixed results. Still investigating (when
> time permits) but there is certainly an issue in validity of the
> collada file produced if the node name of the scene graph has spaces,
> also issues encountered with materials. However, these are for another
> thread. But I tend to agree that even with the teething problems,
> Collada does look to be very powerful.
> 
> Is anyone looking at the new Autocad format - FBX? Just wondering
> whether anyone considering a Reader/Writer for it? Looked at trying to
> take an OSG collada file and convert it to FBX via Autocad's
> converter, but it failed. 
> 
> End of memory dump :-)
> 
> Kind regards
> 
> Neil.
> 
> 
> 
> ---- Robert Osfield <[email protected]> wrote: 
> > Hi Sukender,
> > 
> > On Fri, Aug 21, 2009 at 8:35 AM, Sukender<[email protected]> wrote:
> > > Of course, my goal is to work on the 3DS reader/writer without
> loosing functionality. Actually, I simply tried to replace the "old"
> lib3DS with the new one... and it was very straightforward: some calls
> were renamed, some others changed a bit...
> > 
> > One areas of significant deviation was for the support of reading
> from
> > istreams, in your work can you still read from istreams?   The
> ability
> > to read from istream enables reading from http via the curl plugin.
> > 
> > > Anyway I could load my 3DS models exactly the same way I did
> before. I could even remove a tiny limitation (meshes were taversed by
> name, which can be dangerous if two identical names exist. That should
> not, but now it's okay). Everything worked like a charm! I guess some
> testing would be a good idea, but it seems there was no functionality
> loss.
> > > Side note: I had a few compilation errors using VC9 in the lib3DS,
> because of implicit conversions from void* to SomethingElse*. I made
> those conversions explicit and gave the fix to the lib3DS patches
> tracker.
> > 
> > I had to make a number of changes to fix the pedantic warnings
> emitted
> > by g++ 4.x.  This might need to be rolled in as well.
> > 
> > > About linking, I guess putting lib3DS as a static library could be
> a good idea, even if my testing was with direct inclusion of source
> files. I'll work on it and submit VC (8? 9?) binaries I guess... or
> may I keep the files as they are in a first time?
> > 
> > We could possibly just include the source to lib3ds as a
> subdirectory
> > of the 3ds plugin, as CMake allows us to manage the source
> directories
> > better than the old days of trying to support both VS6 and
> Makefiles.
> > 
> > 
> > > About the writer, well, we have some customers with old
> software... Moreover they're absolutely not 3D/vis/sim-oriented, so
> there are few supported formats. I agree 3DS is very poor, but it is a
> non-flexible format (as some XML-based formats could be); and as a
> non-flexible format it can be loaded exactly the same way on various
> (old) software.
> > > What kind of output format would you use else? Collada?
> > 
> > A major problem with 3ds is that because there is no
> official/public
> > specification and lots of different attempts at implementations the
> > files generated can be very patchy in the their consistency.
> > 
> > 3ds is not likely to map a general purpose scene graph too well
> > either, but this issue applies to most writers - a general purpose
> > scene graph is far to flexible to be easily mapped by the
> constraints
> > of most formats.  Collada has to be one of the best for being able
> to
> > map things, but even it is a long way from perfect.
> > 
> > Robert.
> > _______________________________________________
> > osg-users mailing list
> > [email protected]
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> 
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