Hi Vladimir,

I've just uploaded preliminary version of osgCal to sourceforge svn.

Great! I was looking forward to this as I was planning a "free-time" project soon which would need character skinning/animation. Thanks!

Seems you have some makefiles to compile under linux and possibly cygwin; did you try compiling this under Windows?

Also, this is the new version of the LGPL osgCal right? Not the GPL one? (maybe another name would be more appropriate, instead of mixing up osgCal/osgCal2 all the time...)

Some preliminary version features:
* Uses GLSL hardware skinning, yet supporting OSG picking.
* Can be swiched to fixed function implementation.
* Supports normal mapped, two-sided & transparent meshes.
* Uses different shaders (with minimum of instructions) for different
 materials.
* Calculates deformations only when bone positions are changed.
* Uses non-skinning shader for fast drawing of non-deformed meshes.

Very nice! Have you tested the speed compared to old versions of osgCal? I think in particular there was some discussion a few weeks ago about speed when there were multiple characters onscreen at once... Has that improved? Do you have comparative numbers?


All in all, very nice work, thanks a lot for this!

J-S
--
______________________________________________________
Jean-Sebastien Guay     [EMAIL PROTECTED]
                        http://whitestar02.webhop.org/

----------------------------------------------------------------
This message was sent using IMP, the Internet Messaging Program.


_______________________________________________
osg-users mailing list
[email protected]
http://openscenegraph.net/mailman/listinfo/osg-users
http://www.openscenegraph.org/

Reply via email to