Re: [Bf-committers] Collada importer/exporter kickout

2012-01-08 Thread skoti
Unfortunately I can not - I tested a month ago one scene and a file exported from Blender to 3ds max (reference implementation) and showed errors. I no longer have either the file or scene, and detailed information is not checked, because the FBX does not interest me. On Sun, Jan 8, 2012 at

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread skoti
I know Collada importer / exporter is problematic (I wrote an importer for my engine and I know that everything in the Collada can be stored in N different ways). - If you want to use the model in Second Life / Google Earth, you have to use Collada, if you want to use models in engines

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread skoti
I wanted to test your exporter on my example scene, but there are errors and the files are not compatible with the specification - for example in light you have a child optics ... in the specification have clarified that the optics may be only child of camera. On Sat, Jan 7, 2012 at 16:49,

Re: [Bf-committers] what is the license of Blender GLSL shaders?

2011-10-13 Thread skoti
Your code is not linked with the shaders, so you do not have to share your code. You just pass the code to drivers, and there is compiled and sent to the graphics card. Code of your program is not connected with the shader, and only run it through the driver (which is allowed to run as separate

Re: [Bf-committers] what is the license of Blender GLSL shaders?

2011-10-13 Thread skoti
Your code is not linked with the shaders, so you do not have to share your code. You just pass the code to drivers, and there is compiled and sent to the graphics card. Code of your program is not connected with the shader, and only run it through the driver (which is allowed to run as separate