Hi Daniel,
On Mon, 2004-10-11 at 03:31, Daniel Walz wrote:
> Hi Dirk,
>
> sorry, I forgot to mention, I found the libAnimation of Rasmus Agerholm,
> and he uses Gerrit's new loader and implemented the corresponding actions
> to create the OpenSG nodes out of the VRML nodes, and that works
> perfectly. I just "borrowed" these actions ;-) I will talk to him again,
> whether my audio code goes into his lib or those actions into mine,
> but I think first there is some further work on my project necessary.
ok, good to know the loader problems are solved.
> But I will take the chance to ask another question:
> is there a possibility to intersect more than once with the scene,
> which means can I get a list of all objects which get hit along the ray?
> Or do I have to inherit and modify the intersectaction?
> (Although, should not be that hard, putting each hit node into a map,
> that way they are sorted already).
The current IntersectAction doesn't support that. But it's pretty
trivial to add, by extending setHit() to just store the data without
updating the local variables.
> And the other question is more difficult:
> Can I have an additional material chunk, which is read out of the
> VRML-file to set the acoustic parameters of the material?
You can define a StateChunk that doesn't do any OpenGL calls, and add it
to any ChunkMaterial. Creating that from the VRML file is a different
problem, but I guess you can handle that by extending the VRML loader a
little more.
For deriving StateChunks I suggest copying the BlendkChunk and taking it
from there. StateChunks need a bunch of variables, so copying from
something else is the easiest way of getting all of them.
An alternative would be to derive an FC from Attachment that keeps your
Audio parameters and just attaching that to the Material (or Node or
wherever you need it). That would be a cleaner way, as the Audio really
doesn't belong in the OpenGL handling.
Hope it helps
Dirk
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