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Zach Deedler wrote:
> Hello osg-animators,
> 
> I apologize for bringing cal3d into this forum, but I feel like I will more
> likely get a response here.
> 
> PROBLEM
> The cal3d exporter doesn't export low-level LODs
> 
> INVESTIGATION
> 1) I export a human model with a body mesh of 10 submeshes.
> 2) I check the progressive mesh checkbox in the exporter.
> 3) Setting lodLevel to 1.0 results in 3497 vertices.
> 4) Setting the lodLevel to 0.0 results in 3010.
> 5) Adding up all NUMLODSTEPS for each submesh in the body0.xmf file equals
> 487.  This equals the lodLevel difference.
> 
> QUESTIONS
> 1) How come the exporter is not exporting lower level lods per submesh?

Because Cal3D lods are special in the way that the edge collapsing is
done on the fly, not a precalculated mesh in a  file. However that
requires complex preparation of the data - the edges need to be marked
as which collapses where depending on some criteria (in order to not
collapse e.g. the head of the guy away). Then the LOD level variable in
Cal3D determines the *percentage* of the edges to be collapsed, not a
discrete LOD level.

I am not aware of an exporter which exports this correctly. Blender
exporter had an attempt to do it, but the code doesn't work there.

I guess you will need to contact Cal3D authors - when you discover how
to export the LODs, I am interested to know it too.


Jan
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