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Zach Deedler wrote:
> Ahhh crap.  I was afraid of something like that.  I wish I would've went
> with cal3d in the first place myself.  grrrrr  I actually chose it because I
> saw that Delta3D was using it, so it must have some benefit.  Since I don't
> use any of the contact translation, though I don't think I get much benefit,
> except the creation of the osg geometry.  I have had problems LODing,
> switchable objects, and access to animation speed.  I've resorted to hacking
> away at ReplicantBody, though.
>  
> Are you saying that these calls are pushing the vertices onto the GPU?
> cal_renderer->getVertices((float *)
> m_geometry->getVertexArray()->getDataPointer());
> cal_renderer->getNormals((float *)
> m_geometry->getNormalArray()->getDataPointer());
>  
> Any OSG experts know how I can get the cal3d vertex arrays jammed into OSG
> efficiently?
>  

What about using osgCal ? That does everything that you may want :D

Jan

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