Hi Deniz,
2013/8/27 deniz diktas <denizdik...@gmail.com> > Hi Jordi, > > ok thanks for the advice. But how about the repeating textures in > different models? I think they will be repeated for every model's ive-file > even if they are shared and may take up too much space depending on the > application. > I also need to be able to accept any file given by the user, so not all of > the assets are under my control so to speak. > > I was referring to osgb not to ive. But if you must to accept any given file this is out of discussion :). > By the way, do you guys have any idea about how to make go away the > osg-noficiations when using opengl-es 2.0? I see many warnings which I > think are related to the properties of the old fixed pipeline (like > lighting on/off) I thought when osg is built for the core profile / > opengl-es 2.0, it deals deal with these kind of things automatically and > appearently it does not. I have been able to remove a large number of > features by modifying the osg-files by hand, but it is a time-consuming > processs and I have not been able to remove all of them. But strange > enough, this does not cause any visual problems as long as I use my own > shaders but the notifications are still there and they may take up > signifant amount of time while trying to set up properties which are not > available in the new core profile anyway (and these notifications are being > sent during every frame). I have disabled them using osg::setNotifyLevel() > but I do not think this is a safe approach because I want to be able > to log the osg-output while the user uses the app and it should not > bloat the whole log-file due to an error that can be avoided. > > Is there a visitor or utility to remove all or a subset of the properties > related to the old-fixed pipeline functionality? > > > As far as I know there isn't such a visitor. Possibily you can hack the 3ds plugin to do what you want, or of course write a visitor to avoid the modification of model files by hand. Maybe others can give you a better approach to this problem. By the way, OSG-3.2 comes with important changes to Geometry now displayLists are deprecated, I think there is a fallback to convert models using displayLists to vertexArrays, perhaps it could serve as inspiration. Cheers. > Jordi Torres wrote: > > Hi Deniz and Raphael, > > > > > > In my opinion it is worth to use the osg binary native format in mobile > applications, as it should reduce the weight of the model file, and it does > not have application specific features. In our applications we convert > first all the models to the native format using osgconv. > > > > > Cheers, > Deniz > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=55996#55996 > > > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Jordi Torres
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