Hello Heinrich,

It was nice meeting you at Eurographics last week.

I think that your best bet would be to add the GLSL support to the
plugin and create a conditioner.

I think Mike had made considerable progress in GLSL import in the
previous plugins. The source is still available in CVS on the
sourceforge project for the COLLADA OSG Plugin. That plugin was before
1.4 and the COLLADA FX (thought it might have been made during the beta
stages of 1.4) so there would need to be a lot of work to update the
import for COLLADA 1.4. But the code to convert into OSG should be very
useful. A lot of the new plugin is based on Mike's work from the old plugin.

The COLLADA FX CG and GLSL profiles are *VERY* similar. Writing a
conditioner between the two might not be as dirty as you think. The
hardest part would probably be semantic mapping between the two shader
programs themselves. I don't know much about GLSL so that may not even
be true.

Since the profiles are so similar you can even base the import code on
the COLLADA FX Loader code available on the COLLADA DOM Sourceforge
project, which would help with the first part.

Yes the COLLADA plugin is still very immature. I am hoping that the OSG
community will adopt COLLADA and change that. But like all opensource
projects, if not enough people find it useful it will die. As simple as
that.

-Andy

Robert Osfield wrote:
> Hi Heinrich,
> 
> The COLLADA plugin is now in the core OSG, and will be part of 1.2, and
> I have taken over as maintainer of the plugin from Andy.
> 
> I have hopes in the future that the COLLADA plugin will provide a smooth
> art path route into and out of the OpenSceneGraph.  As yet the plugin is
> still quite immature, and the COLLADA DOM itself is unlikely to be well
> fleshed out yet.  Plugins for the modellers are also like to be
> immature.  I was hoping that COLLADA would be a bit further along by
> now, but its not yet there in turns of art path nirvana.  However,
> unless we and others support and try to make it work for us it won't
> mature rapidly and be what we all need.
> 
> My plan is to develop the plugin in conjunction with the community as is
> done with the rest of the OSG, if you have a particular itch then feel
> free to get stuck in and scratch it.  I don't personally have Maya, 3D
> Studio, Lightwave or any other 3D modelling tools at my end to test
> directly against so I'll need to defer to other to help test this route
> out, I do plan to expose myself to Blender in the not too distant future
> so this will be one thing I'll be able to test against personally. 
> 
> I was expecting to have GLSL route already implemented in our COLLADA
> plugin, as was the original intention when Mike was at 3D Labs, but alas
> 3D Labs is not what it was, and Sony's priorities lie obviously with the
> Cg art path route that Nvidia have dictated.  Personally I'm a bit
> disappointed that Cg hasn't died already, it just messes up the
> standardisation that OpenGL is supposed to be about.  Lack of proper
> standardisation just wastes developer time and in the end just holds the
> whole industry back.
> 
> Updating Marco Jez's osgNV to support the latest Cg is a possibility,
> perhaps pulling a osgCg out of this, or perhaps just creating a new
> osgCg from scratch.  I think Cg is a backward step  when viewed from a
> mid-long term perspective that should be avoided, but do understand that
> some developers will find it useful as a temporary measure for very
> specific jobs.  The better current art part route via Cg compounds the
> necessity for this temporary measure for others.   
> 
> At present I don't have any plans for osgCg work, and while there is a
> chance that I may get involved in development of such a NodeKit, I don't
> feel is appropriate to integrate into the core OSG.  This is partly down
> to practicality and portability - the OSG really doesn't need any more
> external dependencies to cause runtime and build problems across
> platforms, but also down to wanting to the keep the OSG conceptually
> clean - Cg is fork from OpenGL, a fork that the ARB decided wasn't an
> appropriate path to take, and also long term, Cg is just a temporary
> glitch in the OpenGL landscape, it should have died several years ago,
> OpenGL 3.0 is where we are headed, not some kind of hybrid Cg / OpenGL
> future.  Do we help perpetuate this, or help make sure that 3rd Party
> tool makers like Alias get back on the horse and start pulling in the
> right direction once more?
> 
> Robert.
> 
> On 9/11/06, *Heinrich Fink* <[EMAIL PROTECTED]
> <mailto:[EMAIL PROTECTED]>> wrote:
> 
>     Hi,
> 
>     I was playing around with the importer for OSG last month, to provide a
>     faster pipe from Maya to osg.
> 
>     Unfortunately feeling software's plugin for maya does not support GLSL,
>     and they have no plans to implement
>     it so far. On the other hand, I guess an updated Cg-Plugin for OSG won't
>     ever make its way into the core either. If you stick to the
>     OpenGL specifications that much, it wouldn't be too consequent to do
>     that.
> 
>     So if nobody either hacks the maya-importer to utilize GLSL, or
>     implements Cg on OSG, I guess we have to wait for FX Composer 2 for a
>     clean content-pipeline using shaders.
>     (Modelling etc. in Maya, working on shaders in FXC2, maybe go back to
>     maya again, etc...)
>     But again, though the first 2.0 release will support GLSL it won't be
>     integrated into the COLLADA FX framework... but probably will in 2.1...
>     we have to wait, again
> 
>     Another probably very dirty solution, would be writing a conditioner
>     converting the cg-profiles into glsl-profiles (the 1.5 cg-compiler has
>     glsl-profiles which might be used for that....)
> 
>     So I was wondering what your plans on the further development on Andy's
>     osgdb_dae - plugin are (especially the shader-part)?
> 
>     greets,
> 
>     heinrich
> 
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