2007/4/22, Jan Ciger <[EMAIL PROTECTED]>:
simulation. What is also good is that there is a working (sort of)
production pipeline for it which is a non-trivial thing.

You are absolutely right about pipeline. A year or so ago I've was
puzzled with choice between Ogre and OpenSceneGraph. And it is a
combination of osgCal, max exporter & OsgExp that allowed me to work
with our models with no additional changes. Ogre required me (and
therefore our artist) to do some extra things with materials (and also
didn't animated some test models right). So, good or bad, but cal3d
have some pipeline.

BTW: I've also extended max exporter with automatic textures exporting
(they are also converted to .dds with compression specified in
external autogenerated .csv file). So, at least in max, the export is
one-click operation.
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