Horde3D

Next-Generation Graphics Engine
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PostPosted: 14.06.2008, 04:50 
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Joined: 15.05.2008, 05:32
Posts: 46
Location: California
Merged with revision 29 from Sourceforge.
- Fixed Mesh Animations (from Sourceforge)

Added support for Helpers, Lights and Cameras. Some of the Collada information is parsed and simple nodes with position, rotation and scaling is written to the scene XML file.

Writing out animation frames for helpers, lights and cameras.

Added code to parse the camera and light libraries from DAE files.

Added utility functions to parse the XML data, getNodeFloat(), getNodeBool(), getNodeString(), getNodeUInt(), parseFloatArray(), parseStringArray(). Added code to parse the library of cameras and the library of lights. Added code to parse light instances and camera instances.

Renamed function doDrawAlways to drawAlways.

Merged with revision 30 from Sourceforge.
- Fixed problem with perpendicular rays in terrain's checkIntersection method
- Made maximum number of log messages configurable
- Added setNodeAttachmentString method
- Integrated adjusted patch from CodePoet to receive the number of intersections when calling castRay
- Fixed problem with picking when using Orthographic projection
- Added some handy functions to utMath.h
- Removed warning when parsing Attachment Nodes
- Fixed camera node description in _formats.html

Merged with revision 31 from Sourceforge.
- Added GL_SCISSOR_TEST for clear command in the renderer to allow viewport dependent clear operations
- Changed initialization to allow reinitialization of OpenGL states when calling init again


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Horde3D - Diffs 200 to 218.rar [21.47 KiB]
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PostPosted: 14.06.2008, 13:52 
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Joined: 10.09.2006, 15:52
Posts: 1217
Nice! :)

I wouldn't suggest to integrate the export of cameras and lights in the main branch because my personal strategy is to use DCC tools only for model/asset and not scene creation but I think it could still be interesting for some people with a different philosophy.


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PostPosted: 16.06.2008, 01:46 
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Joined: 08.11.2006, 03:10
Posts: 384
Location: Australia
marciano wrote:
I wouldn't suggest to integrate the export of cameras and lights in the main branch because my personal strategy is to use DCC tools only for model/asset and not scene creation but I think it could still be interesting for some people with a different philosophy.
On my Gamebryo project, we found that the artists really liked being able to export cameras from their modelling packages.
Animated cut-scenes, menu layouts, etc, required careful camera management, and the artists were more comfortable doing this work in their usual environments.


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