Hi Michael, AssImp use a simpler scene graph to manage read data, in which one node could have a transformation matrix and multiple meshes, and multiple child nodes. Materials (including textures) are managed globally in a <int, pointer> map so objects could share one texture. But one mesh can only be linked to one material. I personally think Assimp will divide any object into meshes to support multiple materials if required, but I don't know Blender output would be handled in similar way in such case.
Wang Rui 2012/10/25 michael kapelko <korn...@gmail.com>: > Wang Rui, I research what format best to use for moving objects from > Blender to OSG, and I see Assimp claiming to load Blender files > directly. Since you said you wrote the plug-in already for it, I'd > like to try it out. > I have a follow up question: can I possibly differentiate Blender > model from Blender material to have several skins for the same > material in OSG? Does your plug-in do anything of the sort? > Thanks. > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org