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[Underware-devel] Player data and cal3d


From: Loic Dachary
Subject: [Underware-devel] Player data and cal3d
Date: Wed, 28 Jan 2004 22:22:44 +0100

        Hi,

        I figured out that osgcal needs texture files to be flipped
horizontally in order to be mapped properly. I'm unsure what's the
best way to fix this and would appreciate input (Vincent ?). I think
osgcal should patch the texture coordinates. In the meantime I just
convert -flip *.tga and it does the job.

        I pushed the full player data in the CVS, it displays properly
(not headless anymore ;-) and the animation follows the paddle
position. Philippe, could you please export binary cal3d files ? The
current export is using XML which is nice for debug but heavy otherwise ;-)

        In addition to the custom *.cfg file, it would be nice if you
could export an XML file so that it matches the format used for other
description files. I propose this:

<?xml version='1.0'  encoding='iso-8859-1' ?>

  <cal3d xmlns:xsi='http://www.w3.org/2001/XMLSchema-instance'
         xsi:noNamespaceSchemaLocation='cal3d.xsd'>
        <skeleton url='...' name='...' />
        <skeleton url='...' name='...' />
        ...
        <animation url='...' name='...' />
        <animation url='...' name='...' />
        ...
        <mesh url='...' name='...' />
        <mesh url='...' name='...' />
        ...
        <material url='...' name='...' />
        <material url='...' name='...' />
        ..
  </cal3d>

        Where name is optional and is an arbitrary string that may be
used internaly to the resource once it's loaded. Contrary to the cal3d
.cfg, multiple animation files will be handled properly.

        Cheers,

-- 
Donate to FSF France online : http://rate.affero.net/fsffrance/
Loic Dachary, 12 bd Magenta, 75010 Paris. Tel: 33 1 42 45 07 97      
http://www.fsffrance.org/   http://www.dachary.org/loic/gpg.txt




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