fe3b68dbb1
here is a patch that enables a new option named "BIND_TEXTURE_MAP" in the LWO plugin. Its purpose is to allow explicit binding between texture UV maps defined in the LWO file and OpenGL texture units, overriding the default mechanism that allocates texture units automatically. This is useful when you have an UV map built in Lightwave (for example an atlas map) but no textures actually using it, so you can keep the UV map (that would be discarded otherwise) and add a texture later int your program. Syntax is: BIND_TEXTURE_MAP <map_name> <texunit> |
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.. | ||
Block.cpp | ||
Block.h | ||
Clip.cpp | ||
Clip.h | ||
Converter.cpp | ||
Converter.h | ||
COPYING | ||
GNUmakefile | ||
iffparser.h | ||
Layer.h | ||
lwo2chunks.h | ||
lwo2parser.h | ||
lwo2read.h | ||
lwo2types.h | ||
Object.cpp | ||
Object.h | ||
old_lw.cpp | ||
old_lw.h | ||
old_Lwo2.cpp | ||
old_Lwo2.h | ||
old_Lwo2Layer.cpp | ||
old_Lwo2Layer.h | ||
Polygon.cpp | ||
Polygon.h | ||
ReaderWriterLWO.cpp | ||
README | ||
README_osg.txt | ||
README.txt | ||
spec_lwob.txt | ||
Surface.cpp | ||
Surface.h | ||
Tessellator.cpp | ||
Tessellator.h | ||
Unit.cpp | ||
Unit.h | ||
VertexMap.cpp | ||
VertexMap.h |
LIGHTWAVE (LWO2) PLUGIN INTRODUCTION ------------------------------------------------------------------------------ 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 ------------------------------------------------------------------------------ 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 ------------------------------------------------------------------------------ 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