Hi Rihaz,

On 11/22/02, Riyaz <[EMAIL PROTECTED]> wrote:
I need few details regarding OSG code.
1. How to separate the the code related to Openflight & 3DS from the OSG
main software and test it with some models in .flt and .3ds format. Also
what are the necessary files/code  needed to be added.

The OpenFlight and 3DS code in the OSG is not intended for separation
from the OSG.  If you wish to branch the code then you'll need to
comply with the OSGPL license and publish all modifcations/repackaging
of it under the OSGPL.

Normal usage of the OpenFlight and 3DS plugins is to simply load the
at runtime to load the data you want i.e

 osg::ref_ptr<osg::Node> model_flt = osgDB::readNodeFile("myfile.flt");
 osg::ref_ptr<osg::Node> model_3ds = osgDB::readNodeFile("anotherfile.3ds");

The coupling with FLT and 3DS is designed to be very loosely coupled,
you application does link to the OpenFlight or 3DS plugins, they are
loaded on demand at runtime.

2. how to integrate the code for .flt & 3ds loader after separation with
existing OpenGL code.

I tried my best with the downloaded code and searched Ur site for above
details, but i could not find any way out, kindly help me out with the
solutions for the above mentioned queries. These will be of great help
to us.

If you wish to rip the OpenFlight and 3DS code out then this really is
your problem, its no longer anything to do with the OSG, and you
cannot expect assistance for doing this.

Might I suggest that you want to leverage the OSG's features then
simply use the OSG directly, this way there is no need to branch the
code.

Robert.
_______________________________________________
osg-users mailing list
[email protected]
http://openscenegraph.net/mailman/listinfo/osg-users
http://www.openscenegraph.org/

Reply via email to