Hi all,
I've been looking at the FBX plugin over the last few days, and it seems
to me that it sets all material diffuseColor to have 0 alpha... So the
loaded objects aren't visible. This happens both when loading an FBX
file I created myself in Softimage XSI Mod Tool 7.5, and when loading an
FBX file downloaded from the net, for example:
http://creators.xna.com/en-US/sample/skinnedmodel
The zip file SkinningSample.zip from the above page contains a dude.fbx
file in the directory SkinningSample\SkinningSample\Content. Loading
this in either osgviewer or osganimationviewer (recent SVN, updated and
compiled yesterday), you won't see anything. If I osgconv it to .osg, I
can see that indeed, all Materials have the diffuseColor alpha set to 0.
If I just set it to 1 and load that .osg file, everything is visible as
it should.
I can see this code in the fbx plugin:
pOsgMat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4(
static_cast<float>(color[0] * factor),
static_cast<float>(color[1] * factor),
static_cast<float>(color[2] * factor),
static_cast<float>(1.0 -
pFbxLambert->GetTransparencyFactor().Get())));
Why is it done that way? Are the files I've been using invalid (i.e.
setting transparency as if it was opacity or vice versa)? It seems weird
to me, since as I said I've confirmed this with both models created in
XSI and a model I downloaded from the XNA samples. What models has this
been tested with?
BTW, I was using XSI 7.5 Mod Tool with CrossWalk 4.1. Not sure what the
sample model I downloaded was created with.
Thanks in advance,
J-S
--
______________________________________________________
Jean-Sebastien Guay [email protected]
http://www.cm-labs.com/
http://whitestar02.webhop.org/
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