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Zach Deedler wrote:
> I here ya Jan.  I've integrated a quick water shader here to keep my company
> happy, but now we want smooth animated people, and snow plowing.  It is
> difficult to convey the difficulty of one task to another when the end
> result they see is just a pretty picture on screen.
> 

Amen :)

> If you guys need any help, please let me know.  rbody almost works for us, I
> just need it to render faster.  Sounds like doing this in a shader will do
> it, but also sounds a bit complex.  The orange book has a sphere morphing
> example, but it hurts my head to think of doing this for each submesh, and
> also allowing for LODs.
> 
> This is what I've done with rbody:
> 1) I have created an rbody plugin.  Allows you to view rbody files with
> osgviewer.

Wasn't there a character plugin distributed with Replicant already? You
create a .char file which says which rbodies to load and where and it
will create all the guys for you.

> 2) I have hacked up my local copy of rbody to be able to turn on and off
> submeshes.  (Useful for hats, backpacks, and objects in peoples hands).
> 3) I have also recently implemented LODs for submeshes.  None of it is
> elegant but it works.

I was thinking whether it wouldn't be easier to port Replicant to use
osgCal as a back-end for rendering characters. The architecture is well
done, the class which renders the guys using OSG is a simple subclass of
a more generic case and nothing else depends on OSG in the Replicant
code. It would save a lot of work duplication - such as when somebody
adds hardware skinning to osgCal, Replicant will benefit right away as
well.


Jan
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