Hi, I'd like to share a few comments about the OSGExp for Max (I've recently sent them directly to Farshid, and also on the Delta3D forum, but it's probably better to share them here).
I see a few limitations right now and the main ones are the following: - you can only export diffuse and light maps, no other texture that you might have in your material (e.g. bump/normal and specular); - the exporter does not have a predefined texture layer for every texture; i.e., if you just have a constant diffuse color and a light map, that texture will go to TextureUnit 0; if you have both a diffuse and a light map, the first will be on Unit 0 and the lightmap on Unit 1. For creating shaders this is quite annoying as you cannot make a safe assumption of where your textures are. And it gets of course more problematic if we add more maps like bump/normal, reflection, ... (As a side note, the Blender exporter is fine for this, every map is always assigned to the same unit, no matter what texture combination is used for the specific material.) Also, as OSG is changing quite a lot and as even the underlying geometry structures are evolving (VBOs for example), this may mean that the exporter could need an update even at that level. Is there any plan in that direction? Thanks, Luca ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39398#39398 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

