Wow, it seems like there are more people working on this than we had thought. I'm still new to open source programming; How the heck do we harness all this beautiful work?
It seems to make sense, since any simulation/game wants animated life-forms. Character animation is one place that DirectX has an obvious advantage to OpenGL. It'd be great to change that. > 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/ > _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
