LIGHTWAVE (LWO2) PLUGIN INTRODUCTION ------------------------------------------------------------------------------ This is the plugin version of my LWO2->OSG converter. It has all the features (and drawbacks) of the original converter but it doesn't replace it completely. I'm planning to further enhance the stand-alone converter by adding osgNV compatibility and I can't do this on the plugin version because I'm not going to introduce a dependancy to osgNV into OSG. There is also a LWS plugin which reads Lightwave scene files; make sure you only read scene files that point to LWO2 (not LWO1) objects, otherwise you may experience problems (the LWO1 plugin doesn't convert the coordinate system correctly). PLUGIN OPTIONS ------------------------------------------------------------------------------ USE_OLD_READER pass control to the old LWO/LWO2 reader plugin (all other options ignored) FORCE_ARB_COMPRESSION create compressed textures USE_OSGFX use osgFX effects to improve visual appearance NO_LIGHTMODEL_ATTRIBUTE prevent the plugin from creating a LightModel state attribute; using this option may result in visual artifacts MAX_TEXTURE_UNITS set the maximum number of texture units to be used when creating multi-textured surfaces NOTES ------------------------------------------------------------------------------ NOTE_1: this plugin works fine in reading LWO2 files but it's not well optimized,so you can expect slowness and large memory usage. NOTE_2: the LWS (scene) support is a quick-and-dirty work, it's there only because I needed it. Do not pretend too much from it, at least until I improve it somehow. NOTE_3: the osgFX support is still limited, only osgFX::SpecularHighlights is used to improve the specularity effects on materials that have a specular component. Future enhancements will allow osgFX to be used more widely to give a better visual matching between the original LWO2 model and OSG. Marco Jez January 2004