LIGHTWAVE (LWO2) PLUGIN INTRODUCTION
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This is the plugin version of my LWO2->OSG converter. It has all the
features (and drawbacks) of the original converter but it doesn't replace
it completely.
I'm planning to further enhance the stand-alone converter by adding osgNV
compatibility and I can't do this on the plugin version because I'm not going
to introduce a dependancy to osgNV into OSG.
There is also a LWS plugin which reads Lightwave scene files; make sure you
only read scene files that point to LWO2 (not LWO1) objects, otherwise you may
experience problems (the LWO1 plugin doesn't convert the coordinate system
correctly).
PLUGIN OPTIONS
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USE_OLD_READER pass control to the old LWO/LWO2 reader plugin
(all other options ignored)
FORCE_ARB_COMPRESSION create compressed textures
USE_OSGFX use osgFX effects to improve visual appearance
NO_LIGHTMODEL_ATTRIBUTE prevent the plugin from creating a LightModel
state attribute; using this option may result in
visual artifacts
MAX_TEXTURE_UNITS <n> set the maximum number of texture units to be
used when creating multi-textured surfaces
NOTES
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NOTE_1: this plugin works fine in reading LWO2 files but it's not well
optimized,so you can expect slowness and large memory usage.
NOTE_2: the LWS (scene) support is a quick-and-dirty work, it's there
only because I needed it. Do not pretend too much from it, at least until
I improve it somehow.
NOTE_3: the osgFX support is still limited, only osgFX::SpecularHighlights
is used to improve the specularity effects on materials that have a specular
component. Future enhancements will allow osgFX to be used more widely to
give a better visual matching between the original LWO2 model and OSG.
Marco Jez <marco.jez@poste.it>
January 2004