Hello Jan! I've also developed a library based on LGPL osgCal (actually a nearly complete rewrite) which works with latest OpenSceneGraph, uses GLSL shaders for skinning and support normal mapping. Fixed function implementation is also kept. Library have some optimizations especially for hi-poly models. OSG picking is also works for HW models. Library is tested on ATI&nVidia on linux&windows. LOD & .osg file plugin is not supported. I've also done some small changes in cal3d Max exporter, to export normal maps, bumps & opacity.
In the (possibly near) future, I want to release this library as a major update to LGPL osgCal. A week ago I've tried to contact Loïc Dachary (as osgCal project manager at sourceforge), but received no answer. It seems that now I should contact Ruben? Am I right? 2007/4/19, Jan Ciger <[EMAIL PROTECTED]>:
-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Jeremy L. Moles wrote: > 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. :) Would you mind to contribute your changes to Ruben ASAP, please? It would save a lot of duplication of effort - I was also thinking about adding hardware skinning there. Not to mention compilation fixes. Regards, Jan
_______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
