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  #1  
Old 12-04-2008, 11:29 AM
farshizzo farshizzo is offline
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Join Date: Mar 2003
Posts: 2,849
If you are constructing the geometry within the Vizard plugin, then you just need to use the conversion I mentioned in my previous post:
Code:
3D Vectors:
X_VIZARD =  X_OPENGL
Y_VIZARD =  Y_OPENGL
Z_VIZARD = -Z_OPENGL

Quaternion:
QX_VIZARD = -QX_OPENGL
QY_VIZARD = -QY_OPENGL
QZ_VIZARD =  QZ_OPENGL
QW_VIZARD =  QW_OPENGL
Let me know if this doesn't work for you.
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  #2  
Old 12-10-2008, 08:43 AM
reedev reedev is offline
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Join Date: Oct 2008
Location: The Netherlands
Posts: 16
Hi,

(sorry I did not get back sooner on this, I did not work on this problem)

This works indeed, partly. I also have to change the polygon winding, for vertex coordinates, normals and texture coordinates. But now my geometry is oriented properly.

Hmm, this looks rather strange to me. You have changed the internals of osg then? Because in order to get the same results in Vizard via different ways, I have to fill the arrays in different order, inverted or not:
OpenGL coord --> pure osg geometry (osg conversion) --> ive export --> Vizard
and
OpenGL coord --> Vizard plugin (Vizard conversion as you said) --> Vizard

Can you confirm this? And also, do I need to know about other places where a conversion is needed like this?

Thanks a lot
Raymond
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