|Version 3 (modified by osg, 8 years ago)|
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The Collada specification documents, forums, wiki, model bank and more can be found at the Official Collada website.
|Collada features||Supported by OSG plugin|
|PhysicsScene||No, OSG has no Physics support|
How to build
The OSG Collada plugin depends on the Open Source Collada DOM library. In order to build the plugin you will need to tell CMake where to find the library. The Collada Dom library itself depends on Boost, libxml2, pcre. Precompiled libraries are available in the Collada DOM download from sourceforge.
Option strings for Collada writer
OSG plugins can have be given optional string arguments to influence their behaviour. For the Collada writer one can specify the following options strings:
|polygon||Use polygons instead of polylists for element|
|GoogleMode||Write files suitable for use by Google products. (Invert interpretation of A_ONE transparency as Google earth does)|
|NoExtras||Do not write any <extra> elements|
Example Collada dae models
- Test Model Bank Collection of test models from the Collada project
- Google 3D warehouse Rename the kmz to zip and unzip to find the dae models.
Of course you may also Google for data, but be aware that there are also a lot of invalid Collada files available on the web.
Collada data may be tested for corruption at three levels:
- Well-formedness; conform to the XML syntax rules. Most of the Collada XML data on the web will be well formed, because this is the easiest to catch by tools/parsers.
- Validity; conform to the semantic rules specified in the Collada XML schema.
- Coherency; all element referencing and validation not in the scope of an XML schema. Are all used materials/textures available? Do arrays contain correct data? etc.
A description of the Collada extensions for specific OpenSceneGraph functionality can be found at the OSG Collada extensions page on the Collada wiki.
- Solve differences in drawables, DAE reader should place multiple collation elements into multiple primitivesets in a single geometry where possible (only when same material)
- solve differences in matrices
- Multitexture support
- Skinned mesh and generic animations using osgAnimation
- Profile_GLSL based on AMD's Collada OpenGL Effects Viewer
- Handling more <extra> to more closely mimic the intended lighting
- Add proper <asset> info