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
>
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>
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