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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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