- Improved identifiers generation in duplicate name handling (was limited to 1000 name collisions, which can be very short for some usages).
- Set all read/write operations use a custom log function that will redirect lib3DS log to osg::notify() (was only used for streams)
- Removed custom code (now uses osgDB::getFilePath())
- Added missing supportsOption() calls
- Cleaned a few minor things"
- Fixed creation of useless intermediate nodes
WriterNodeVisitor.cpp fixes:
- Fixed naming of textures (path and extension)
"
Note from Robert Osfield, this submission also came with changes to use of ref_ptr<> and removal of delete[]'s, but these were not merged as they didn't actually fix any memory leaks, and in once instance introduced one.
"Here is our freshly baked 3DS reader/writer (named 'v0.5' to differentiate from previous one). Changes are against trunk rev. 10819.
Short changelog (from rev 10819):
- Added 3DS writer
- Sync'd with latest lib3DS
- Added options, especially "flattenMatrixTransforms" to get the "old" behaviour (else the reader correctly maps to OSG the transforms from the 3DS file).
What should be done:
- Check with pivot points, with and without "flattenMatrixTransforms" option.
- We ran tests on it, but we can never be 100% sure there is no bug. Testing from the community would of course be helpful."
At the company where I work we model literally thousands of 3DS models for all types of objects. Most don't have transparent textures applied to them, but a few do. The issue is that a texture may have an alpha channel defined, yet its 3DS material definition is not marked as being an alpha source, or transparent. This can happen for any number of modelling reasons (so I'm told) but the net effect is that when a 3DS object is loaded with such a material applied, the stateset creation for the 3DS geometry omits to add the GL_BLEND attribute as neither of the conditions that it currently tests for are satisfied under this scenario.
However, one thing that is apparently an indication of transparency/alpha information that we do make use of when modelling, but that the 3DS reader omits to test, is that we assign to the transparent texture to the opacity_map of the 3DS material structure.
Now, having discussed with our modellers the theory behind the opacity map, it seems that it is safe to say that if an opacity map is specified, then the reader should really apply the GL_BLEND attribute as it is an indication of some form of blending being required between materials.
With this in mind, I have made a minor change to the function createStateSet below, from the ReaderWriter3DS.cpp file, that checks for an opacity map having been specified, and in such a scenario the GL_BLEND attribute is applied to the geometry. This fixed our issue, and thought it might be helpful to others."
completed the new registration of the plugin-readerwriters
("REGISTER_OSGPLUGIN") according to your osgstaticviewer-example (see
attachment, based on today's svn)."