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
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