Jean-Sébastien Guay wrote:

Definitely. I'll have to revisit Collada I guess, in the past I've been disappointed at how hard it was to get the plugin compiling and reading files reliably.

Indeed. I actually talked with Robert a while ago about the possibility of ditching the COLLADA DOM in the dae plugin. When I was developing my reader, I looked at the DOM briefly, and quickly decided to just parse the XML myself. Effectively, I created my own DOM implementation. It wasn't as hard as it sounds, since I could assume a lot more than a general-purpose DOM library can. If I had the time, I'd pursue changing the dae plugin, but time is scarce these days.


How stable is the current Collada plugin in OSG? Does it support animation well?

I don't know, I don't use it  :-)


And will content creation tools export Collada in a way that osg and osgAnimation will understand?

The OpenCollada exporters seem to work pretty well (at least for 3ds MAX).


Content pipelines are complex beasts... I understand why game companies often have teams managing that aspect alone of the development process.

Indeed. Even in our little lab it was a bit of a challenge to come up with a working system between me and our artists. I'm still not all that happy with it, although it's gotten a lot better since we started.

--"J"

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