Le Mon, 28 Dec 2009 19:11:40 +0100, Paul Martz <[email protected]> a écrit:

Hi Sukender --

First, OpenGL doesn't really have a default coordinate system (see the
thread "Cameras View Matrix - I am perplexed" from October). osgGA
camera manipulators use a right-handed +z up convention for the home
position, but this is easily configured to anything else by the app if
desired. Also, OSG apps don't have to use osgGA manipulators, they can
use their own. So although osgGA has a default, I'd argue it's incorrect
for any code to make assumptions about an OSG app's coordinate system.

Regarding OSG plugins, I think their primary job is to either give me
what they read, or write out what I give them. If I modeled an aircraft
with the nose pointing in +y, then I expect the OSG plugin to give me a
scene graph with the nose pointing in +y. If it doesn't do this by
default, that's a bug, isn't it?

That being said, I don't object to OSG plugins having Options to control
application of transformations. In fact, this is required in some cases.
For example, OpenFlight DOF nodes specify range of motion parameters,
and the plugin must scale and rotate these values to match the app's
coordinate system.

Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ <http://www.skew-matrix.com/>
+1 303 859 9466


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Hi Paul,

What I like with you is that your answers are clear! ;) Well you're absolutely 
right. Thanks.

The only thing that bothers me is: should "write( read(A) ) == A"? As far as I'm 
concerned, I would answer "yes". And you?
This is not the case when reading FBX and writing, for instance (regardless of 
the output format). So I've been scratching my head to figure out where the 
problem (bug?) is, and I still don't find a suitable answer. Maybe something 
stupid I don't see in my code...

Cheers,

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