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[solved] Collada converter and shapes http://horde3d.org/forums/viewtopic.php?f=3&t=334 |
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Author: | roarflolo [ 16.05.2008, 17:29 ] |
Post subject: | [solved] Collada converter and shapes |
I have these shapes in my 3dsMax scene and when the Collada Converter is writing out the scene graph, in Converter::writeSGNode the following happens: node->typeJoint is false mesh->triGroups.size() is 0 node->children.size() is 0 Code enters the first if if( !node->typeJoint ) skips the for-loop entirely for( unsigned int i = 0; i < mesh->triGroups.size(); ++i ) enters the next if if( node->children.size() == 0 ) and goes into the else clause of the next if if( !node->typeJoint && ((Mesh *)node)->triGroups.size() > 1 ) and all it writes to the scene file is outf << " />\n"; My .scene.xml file looks like this: Code: <Model name="city_03" geometry="city_03.geo"> /> /> /> /> /> /> <Mesh name="_G___S__516" material="city_03/alley_build_04.material.xml" tx="3700" ty="0" tz="-2600" batchStart="0" batchCount="531" vertRStart="0" vertREnd="262"> <Mesh name="_G___S__516" material="city_03/alley_build_03.material.xml" batchStart="531" batchCount="162" vertRStart="263" vertREnd="332" /> <Mesh name="_G___S__516" material="city_03/build_06.material.xml" batchStart="693" batchCount="36" vertRStart="333" vertREnd="350" /> </Mesh> ... Something like this at the top of Converter::writeSGNode skips these nodes Code: if( !node->typeJoint )
{ Mesh *mesh = (Mesh *)node; if( mesh->triGroups.size()==0 && node->children.size()==0 ) { return; } } |
Author: | Volker [ 09.07.2008, 08:08 ] |
Post subject: | [solved]Re: Collada converter and shapes |
Thanks for the investigation of this problem. Unfortunately I didn't read it before, otherwise this thread wouldn't be necessary. |
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