On Wed, 2007-04-18 at 16:57 -0400, Zach Deedler wrote:
> Hi Jan,
> 
> Do you know where the most current version of osgCal is?  The LGPL version.
> 
> 
> I swear there is a conspiracy to shut all this stuff down by some major
> animation company or something?  All this stuff is just not being supported.

Hmmm. Okay. Er. :)

There are 2.5 versions:

1) The one by Loic Dachary and friends at Underware. This is GPL, but
supports HW skinning from what I can tell (using Cal3D's HardwareModel
class) This is generally just called "osgCal."

2) The LGPL one by Ruben Lopez (with some fixes by Jan Ciger). On it's
website, this is called "osgCal2", but it's almost certainly what people
are referring to when they say osgCal. From your post, it seems like
this is the one you want.

https://sourceforge.net/project/showfiles.php?group_id=79240

2.5) Is my personal adaptation (which I am deriving from osgCal2) which
has code cleanup, supports OSG SVN, and will include Vertex Shader
animation support. I absolutely cannot suffer software skinning after
seeing how much faster it is in a simple shader. :)

I haven't actually released mine yet (though obviously the LGPL will
require I do so) as it is still in casual development, but it will be
available along with all the other OSG stuff I'm working on (osgGTK,
osgCairo, osgEgypt, etc.) None of these are really all that impressive
at the moment, but hopefully will be soon. :)

> Zach
> 
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Jan Ciger
> Sent: Wednesday, April 18, 2007 16:31
> To: osg users
> Subject: Re: [osg-users] cal3d lod
> 
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> 
> Zach Deedler wrote:
> > Ahhh crap.  I was afraid of something like that.  I wish I would've 
> > went with cal3d in the first place myself.  grrrrr  I actually chose 
> > it because I saw that Delta3D was using it, so it must have some 
> > benefit.  Since I don't use any of the contact translation, though I 
> > don't think I get much benefit, except the creation of the osg 
> > geometry.  I have had problems LODing, switchable objects, and access 
> > to animation speed.  I've resorted to hacking away at ReplicantBody,
> though.
> >  
> > Are you saying that these calls are pushing the vertices onto the GPU?
> > cal_renderer->getVertices((float *)
> > m_geometry->getVertexArray()->getDataPointer());
> > cal_renderer->getNormals((float *)
> > m_geometry->getNormalArray()->getDataPointer());
> >  
> > Any OSG experts know how I can get the cal3d vertex arrays jammed into 
> > OSG efficiently?
> >  
> 
> What about using osgCal ? That does everything that you may want :D
> 
> Jan
> 
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