Hi Cedric, of course the patch doesn't make sense like this, if I get a chance to work more on that I'll share the code. Thanks, ricky
On Thu, Dec 16, 2010 at 14:19, Cedric Pinson <[email protected]>wrote: > Hi Ricky, > > Sure it could make sense to setup a default nodemask when exporting from > the gui. I can't apply your patch in the current state. It would need to > be more general, like putting it in the gui or option ... > > I have added an issue > https://bitbucket.org/cedricpinson/osgexport/issue/3/add-default-nodemask > > An alternative should be to setup a specific name to your root node from > blender, then apply a visitor that will tag your graph with a specific > nodemask when loading it in osg. > > Cedric > > On Thu, 2010-12-16 at 13:29 +0100, Riccardo Corsi wrote: > > Hi Cedric and all, > > > > I'm currently using Blender and osgExport and I've seen that the > > exporter doesn't assign any nodemask to the exported scenegraph. > > Setting nodemasks from blender might be useful to identify/preprocess > > some imported models in osg. > > > > I'm a total noob in python, but the modified version of osgobject.py > > does the trick of setting a default nodemaks. > > > > Do you think it's hard to retrieve the nodemask value from the config > > file, or expose a control on the exporter GUI? > > That would be a nice add on! > > > > Thank you, > > ricky > > > > _______________________________________________ > > osg-users mailing list > > [email protected] > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- > Provide OpenGL, WebGL and OpenSceneGraph services > +33 659 598 614 Cedric Pinson mailto:[email protected] > http://www.plopbyte.net > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
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