Hello Vladimir,

Yes. It actually was developed under windows. But I use mingw/msys for
compilation.

That's what I thought. I'll try to make a simple project file to compile it for now.

I have some plans to use cmake (as in current OSG). I
personally never used cmake before, but I think I can use OSG for
reference (btw, current makefiles are slightly modified old OSG ones).

Having used CMake a bit in the recent past, it should be straightforward, and indeed the current OSG build system would be a good reference.

When using
GLSL imlpementation it maybe slower due to fillrate problems (since
per-pixel lighting, normal mapping and transparency can slowdown
fragment rendering).

I may be missing something, but why does osgCal do these? I would have thought that it would only have a special vertex shader to do GPU skinning, and then do the lighting and texturing as the fixed-function pipeline would, and it's up to the user to change that if they want to... After all, osgCal's goal is to do character animation, not determine the model's appearance and materials, so the final lighting and rendering should be up to the application shouldn't it?

Also remark, that vertex positions calculation is duplicated on CPU.
It used for correct picking and bounding box caclulation. It uses
additional CPU time, but less that for fixed function (normals are
discarded). Also calculated postions are not transferred to video
board (since it calculates them faster). So library has some load on
CPU. But still it is smaller than in software rendering.

Ok, that's what I was wondering about. So if I understand correctly, the old version would transfer the transformed vertices for each animated character at each frame, whereas now, this transfer does not take place. The transformation still occurs on the CPU, and also now on the GPU by doing GPU skinning, but there is much less transfer of vertices from CPU to GPU memory, is that correct?

I would be curious to know how much that gains in terms of actual performance. I imagine it's pretty significant, but it would be nice to do actual comparisons...

Thanks for your answers. Have a nice day,

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

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