Replies: 3 comments 1 reply
-
Beta Was this translation helpful? Give feedback.
-
Welcome to planet Vulkan :-) Looks like you've made some good progress already on the GLTF front. A native GLTF loader would be a great addition to the VSG as it should make it make straight forward to map GTLF scene structure across the VSG. With tinygltf is it possible to take ownership of the memory used for storing arrays, uniforms and textures? The vsg::Data allows you to use another vsg::Data object as storage so my thought is if the data is loaded into memory blocks we could wrap these with a vsg::ubyteArray and then have the vsg::Data associated with arrays just uses these shared vsg::Data. Potentially one could also map the shared vsg::Data to a vsg::Buffer and then set up the vsg::BufferInfo assigned to the vsg::VertexIndexDraw etc. With a more native GLTF support is should be easier to map the animation support in GLTF to the VSG, as Assimp has it's particular ways of doing things that you have to workaround. On the FBX front and OSG support front how do you plan on tackling these? |
Beta Was this translation helpful? Give feedback.
-
One approach that might be possible to loading .vsgt/,.vsgb files would be to load the OSG serializers and then use this to generate an OSG agnostic version of these serializers then use these to direct how to read data. This could possibly be put in osg2vsg as a utility that is run when needed to update the serializers. Alternatively perhaps use the OSG serializers could be to automatically generate your dispatcher code, then have just compile the dispatcher code. These two approach would avoid the need for trying to replicate the format specs manually in code. |
Beta Was this translation helpful? Give feedback.
Uh oh!
There was an error while loading. Please reload this page.
-
I've just created a new repo at:
https://github.com/xarray/vsgRecipes
I also upload a GLTF reader which depends on TinyGltf instead of assimp. That's becuase TinyGltf (https://github.com/syoyo/tinygltf) is much easier to be integrated with vsgRecipes, and later with vsgXchange. At present it is tested to be worked with simple and complex .gltf/.glb models. Animation and joint/skinning supports will be added later.
I'm considering adding more useful extensions to the great VSG project, like lightweight fbx support and so on.
Beta Was this translation helpful? Give feedback.
All reactions