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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