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
>
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>
>


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