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 Post subject: Re: exporter plugin for ogre
PostPosted: Thu Jan 08, 2009 4:04 pm 
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Joined: Mon Dec 22, 2008 8:24 pm
Posts: 64
Location: Denmark
Ralf wrote:
Have you tried

Code:
matMapAlpha[strMatName]=bUseAlpha;


instead of

Code:
matMapAlpha.insert(MaterialAlpha_Pair(strMatName,bUseAlpha));

Looks a bit cleaner, but no.
I even tried mat.bAlphaBlend=true;.
X-files works, as you probably know.
I swapped texture with one of the working x trees, but that didn't work either.
The alpha texture looks right in the Gimp.
I will test a tree in obj-format.

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 Post subject: Re: exporter plugin for ogre
PostPosted: Sat Jan 10, 2009 5:39 am 
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Joined: Mon Dec 22, 2008 8:24 pm
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Strange, but alpha blending does seem to work here.
I fooled around in the various renderers, so I wouldn't know what caused it to work. :)
A diff will probably enlighten me.

I decided to just set alpha blending to true in the material.
The code becomes, quite simply: mat.bAlphaBlend=true; :wink:

Will do a diff tomorrow.

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 Post subject: Re: exporter plugin for ogre
PostPosted: Sun Jan 25, 2009 9:39 am 
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Joined: Mon Dec 22, 2008 8:24 pm
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Oops! :oops:

I made a small (but big enough) mistake in the scene exporter plugin:
Quaternion should be exported as w,x,y,z, rather than qw,qx,qy,qz.
This seems to be the most agreed upon notation.
I hope you pick this up, Ralf. :)

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 Post subject: Re: exporter plugin for ogre
PostPosted: Sun Jan 25, 2009 11:36 am 
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Programmierdochfix
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Joined: Tue Apr 27, 2004 12:53 pm
Posts: 891
Location: Braunschweig
Right, I'll change this, thanks.

I also added a few exporting options for scale factors and a possibility to export object placements and tree placements.
I'm currently finishing the next release. Will release this plugin with the new release in a couple of days.


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