Hi Jean-Sébastien,

On Mon, May 16, 2011 at 4:56 PM, Jean-Sébastien Guay <
[email protected]> wrote:
>
> Both your and Luca's suggestions are good, but I think I like Luca's
> better, as it doesn't assume any ID number (yours has Type_0, Type_1, ...
> which seems to suggest a certain texture unit, but at the same time you
> don't want hard-coded texture unit numbers, so you seem to contradict
> yourself).
>

I personally don't need them, but if a hard-coded texture unit option were
to be added to the exporter in the future, then we might as well add this
information to the description string now. If we are 100% sure that this
option will never be added, then I'm fine with leaving this information out
since it can be inferred from the definition order.


> A few extra bytes to Luca's suggestion would add more clarity, for example:
>
> Diffuse=<filename>, 100
> Self_Illumination=<filename>, 80
> Bump=<filename>, 100
>
> I would suggest as you can see that we add the filename there, even if the
> exported file might already have the relevant images loaded in the graph. I
> can imagine a case where we might want the exported file to be viewable on
> the fixed pipeline only (without normal maps etc.) and in that case, we
> might strip all textures except the diffuse one, so having the filename
> there, while not hurting anyone, preserves some hint that a normal map was
> associated with that material.
>

This seems useful to me too. But we need to be careful, since commas are
allowed in filenames. We might need to choose a different separator
character in this case then. How about the vertical line character "|" ?


> BTW, a bump map is not a normal map (object-space vs tangent-space etc.) so
> I think there should be a distinction there too.
>

I'm just going with the Max naming conventions. Here is the list of all
standard material map names:

Ambient
Diffuse
Specular
Specular Level
Glossiness
Self-Illumination
Opacity
Filter
Bump
Reflection
Refraction
Displacement

BTW, where would you put those description strings? osg::Material? Or
> osg::StateSet?
>

The description would be added to the osg::StateSet object. Our use of the
word "material" is referring to the Max material object.

Cheers,
Farshid
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