Hi, I can confirm that currently getting and building the Collada DOM is really trivial on Windows, and then having the dae plugin building is also very simple :
- Download http://sourceforge.net/projects/collada-dom/files/Collada%20DOM/Collada%20DOM%202.2/collada-dom-2.2.zip/download - Build the DOM using VS - then set the CMAKE variables "COLLADA_INCLUDE_DIR" and "COLLADA_DYNAMIC_LIBRARY" (pointing to libcollada14dom21.lib) Cheers, On Fri, Mar 19, 2010 at 10:40 AM, Michael Platings <[email protected]>wrote: > > > On 18 March 2010 19:50, Jean-Sébastien Guay < > [email protected]> wrote: > >> One possible stumbling point is that we already use boost in our software, >> so the Collada plugin would have to be built with the same version, but I >> guess it should work. > > > No, you don't need to worry about this. How you use boost elsewhere is > unimportant, you should build Collada with the boost version it comes with, > it won't affect anything else. > > >> with the exception of the one that uses morphing (AKA vertex blending). >>> >> >> What was the problem there? Are you talking about hardware skinning or >> something else? If we were to use osgAnimation and the Collada plugin to >> feed it data, we'd definitely want to use hardware skinning, but I would >> think that's orthogonal to how the data is read and given to osgAnimation? >> > > Something else: http://en.wikipedia.org/wiki/Morph_target_animation > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- Serge Lages http://www.tharsis-software.com
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