Hi all,

On 30/12/09 11:35 AM, Sukender wrote:
> - Have plugins do NO rotation by default (reading and writing) when the 
> format doesn't
have coordinate system information (that is to say all but FBX and maybe FLT).
> - Have plugins read and apply coordinate system information if available by 
> default when reading.
> - Have optionnal READING options:
> - readXup, readYup, readZup to suppose model is X, Y or Z-up (overrides 
> format's
coordinate system information)
>     - readLeftHanded, readRightHanded (similar setting)
>     - When in conflict (two options defined), use the latest one
> - Have optionnal WRITING options:
> - writeXup, writeYup, writeZup, writeLeftHanded, writeRightHanded (which 
> should almost
never be supported, in my opinion)
> - Let plugings optionnally support these options prefixed with their name and 
> "_". For
instance "3ds_readYup" would assume ONLY ".3ds" files are Y-up. These would take
precedence over the general settings.
> - Also support "pluginName_read/writeAutoUp" and 
> "pluginName_read/writeAutoHanded",
which would specifically deactivate a global setting for a given plugin. For 
instance,

Do we really want all those options?  At the moment we only have:
- rotate around X-axis (for Y-up to Z-up conversion) and
- convert left- to right-hand CS

While I agree that plugins could leave the orientation alone I still think that 
they
should do the conversion to a right-handed coordinate system by default, 
because the
default OpenGL face-winding is right handed.

Additionally, how would the applied transformation be transmitted to the 
writer?  If this
were to be stored with the loaded node then it could be automatically be undone 
by the
writer.  Another possibility might be to just create a transformation node 
above the
unmodified model.  The transformation node could do all the necessary 
scaling/rotation
(and FrontFace); this could simply be ignored when writing.  The downside of 
this is that
it doesn't integrate nicely and might be a performance penalty.

Cheers,
/ulrich
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