2007/4/23, Jeremy L. Moles <[EMAIL PROTECTED]>:
Would you be willing to attach that code here? (Or provide it somewhere downloadable?) I have SVN access to Cal3D, so I can put the nodekit on GNA.org and provide a link to it (and others) on the website.
The only thing should be placed in cal3d repo is modified 3dsmax exporter (it is GPL stuff, btw). The modifications are actually quite small. I've just added some material properties exporting. For compability they are exported as material maps with special names (NormalsMap:<filename>, BumpMap:<filename>, BumpAmount:<num>, Opacity:<percent>, Sides:<1 or 2>). And I've modified export_cal3D.ms script to create textures list (in external .csv file, where I can later specify compression). And I written small python script which performs textures exporting. It's not completely finished yet, but in the week or two it will be done. And I will upload modified exporter here, or somewhere at gna.
Well, Loic maintains the GPL nodekit w/ Underware, not the LGPL one (although he is the main person in the Cal3D project itself).
My version is based on LGPL osgCal. Before writing I looked at GPL version but it was too specific for poker3d game and used hard to extend ARBvp assembler shader from cally demo. Also I can't use GPL code in current project. So I decided to write GLSL version from scratch taking LGPL version as a basis. And therefore I want to release it to original osgCal2 project (say osgCal2 v.3). Also I don't want just to throw out the code to public. I want to become member of osgCal2 team, to control possible patches/updates from other people. BTW I still didn't get reply either from Loïc or Ruben. Maybe they are both on vacation? _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
