Hi Juhana,
Juhana Sadeharju wrote:
> I would like to have support for www.niftools.org stuff.
> The NIF format is a scenegraph format used by Gamebryo/Netimmerse
> engine. The game Oblivion uses it -- meaning that one has
> immediately an access to thousands of game quality models,
> including the rigged humans and animals.
That sounds interesting, especially since there are Open Source
exporters for Max, Maya and Blender. There is also an OS lib to
rad/write it, but I couldn't get it to compile on Linux. :(
I don't know how much support they have from other verndors, but it
looks interesting.
> Basically I'm not up to one object of tens millions triangles like
> most of you, but I'm up to a large scenery of millions of objects
> with fine detail. I don't know other way for achieving that with
> moderate price than buying, e.g., the Oblivion game.
Well, our billion-polygon rendering is more targeted to using a cluster
to brute-force actually render a billion polygons (which we have done
before, see
http://opensg.vrsource.org/trac/wiki/Gallery/SortLastRendering). So it's
not meant to help with enormous scenes per se, which goes more into the
direction of having smart LODs, specialized code for intrinsically large
things like terrain, and very advanced paging strategies for managing
disc, main memory and graphics memory. All of these are interesting
problems, but not ones we have solved.
Sorry
Dirk
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