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Roger James wrote:
> I just had a quick look at the osgexport script and it looks like it ignores
> any per object textures and only processes the first per face texture it
> encounters in an object. It assigns this to the single stateset it generates
> for all the faces in the object. I have not looked at the texture coordinate
> generation in detail but I suspect it is assuming that each object has one
> texture that is applied to all faces.

Yes, this is correct. I have learned this the hard way when I tried to
make a skybox out of a cube with 6 textures (one for each face) :(

> This observation is not in any way a criticism of this code, it is open
> source so you either work within the boundaries of what someone else has
> written or get your hands dirty!

+1. The OSG exporter for Blender is a very simple Python script doing
just the basics which are enough for 90% of the time (export mesh +
single texture - e.g. for a game). If you want something more
sophisticated/specific, make your own exporter, it is not rocket
science. Moreover, the heavy lifting was done for you already.

It is a nice learning experience - apart of the required math, you will
get to know Blender inside-out, even more than you ever wanted to. I am
writing an importer for the motion capture files in Biovision format
(bvh) for Blender at the moment and I am pretty familiar with the
various bugs and inconsistencies in the Blender Python APIs already :D

BTW, did you see some of the exporters available for 3DS Max or Maya?
That is sometimes black magic and complete voodoo to get to work right
because you usually have to do things in a certain way, including
naming/setup of materials, having selected only what the exporter
expects, collapsing modifier stacks, etc. If there is a problem then you
are screwed because there is no source code for the thing. Blender is
not really that bad in this regard :)

Regards,

Jan

- --

Jan Ciger
GPG public key: http://www.keyserver.net/

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