On Thu, 2007-03-15 at 16:23 -0400, Zach Deedler wrote:
> Hi Jeremy,
> 
> Yeah, I'm trying to figure out how to create discrete levels of detail,
> within the file, and have it animate fluently in the transition.  Doesn't
> the cal3d_miniviewer use OpenGL, though, and not OpenSceneGraph?

Well, there are at least two easy-to-use Cal3D OSG NodeKits--one by the
guys at Underware (which is GPL) and the other (original) which is LGPL.
I'm also working on my own Cal3D NodeKit to do the animation in a vertex
shader (which gives me about 500% performance improvement), which I'll
hopefully have done soon. The NodeKit may provide some easy wasy to set
the LOD level, but if not--it's a simple method call to setLodLevel().

> We use the 3DS Max exporter, but I don't believe it allows for LODs.

Ack--I wasn't aware of that. :(

> Zach
> 
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy L. Moles
> Sent: Thursday, March 15, 2007 15:40
> To: osg users
> Subject: Re: [osg-users] cal3d LODs
> 
> On Thu, 2007-03-15 at 15:27 -0400, Zach Deedler wrote:
> > Hello osg-animators,
> > 
> > Sorry about all the emails recently.  I'm just trying to finish up a 
> > project.  Thanks for all the help.  It has saved me some time, and 
> > thus gained me some sleep.
> > 
> > I know this isn't the place to discuss cal3d, but this place has the 
> > smartest people, and maybe some people have some experience with cal3d
> here.
> > 
> > Has anyone played around with creating LODs for Cal3d or ReplicantBody 
> > models?  We have some nice cal3d models, but they have too much geometry.
> 
> Palle Raabjerg and I recently attempted to rewrite the Blender exporter--and
> I know he had a whack at creating a better LOD algorithm--but I'm not sure
> he had enough time to make it really functional. If you're using one of the
> other exporters however, it may work a lot better. :)
> 
> The model format itself supports LOD (fire up the cal3d_miniviewer and use
> the 1-9 keys), it's just a matter of exporting it correctly.
> 
> > Thanks.
> >  
> > 
> > Zach
> > 
> > _______________________________________________
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> > http://openscenegraph.net/mailman/listinfo/osg-users
> > http://www.openscenegraph.org/
> > 
> 
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