Thanks for the example file. The issue is caused by the Blender exporter which produced a Collada file that is just plain invalid. The <surface> entry looks like this [code] <newparam sid="vase_plant_mask_tga-surface"> <surface type="2D"> <init_from>vase_plant_mask_tga</init_from> </surface>.
2013-05-16 01:51:14 PDT in Open Asset Import...
The model you linked to works fine. So what exactly is your problem? Did you load this model into Blender and then exported it? And the reexported model did not load? So could you please upload the problematic file somewhere? And which version did you use? Side note: an OBJ file does not support cameras or lights, as you said. If you read that with Blender and then export it to Collada, there...
2013-05-14 02:59:26 PDT in Open Asset Import...
I don't know OpenGL, but from what I can tell your mesh setup looks correct to me. Check the following: - Calculate the bounds of the scene. Maybe this one specific mesh is offset in some direction, or scaled huge and therefore cut off by the far plane when rendering. - Use a GPU debugging tool to check what happens to the vertices in the shader. Maybe your matrix layout is differing from...
2013-05-06 01:34:29 PDT in Open Asset Import...
You might be better of asking that in a Maya forum. I only know that I get separate animations when I load the Collada file.
2013-05-01 02:10:47 PDT in Open Asset Import...
It sounds like you're looking into bone animations but missed a few details. If model consists of multiple mesh parts, you can collision-check each separately, and a unique transformation for each also comes naturally. If your model is skinned and bone-animated, there are no separate parts but instead a continuous mesh surface that bends along the movement of a skeleton. This usually happens...
2013-04-23 10:35:48 PDT in Open Asset Import...
I never used this step, to be honest. Out of curiosity: what would such a step win for you? What is it worth to push the transformation into the mesh, but otherwise leave it as it is? It doesn't save drawcalls, it doesn't save memory, the only thing you'd actually save is the transformation itself, which is nearly free on todays GPUs. So what would be the use case for this step?.
2013-04-21 02:40:08 PDT in Open Asset Import...
Not possible, sorry. There is no precise specification of XFiles, to be honest, but up to date every single XFile I've ever encountered was left-handed. And Assimp defines that all of the output is in right-handed coordinates by default, so a conversion is necessary. Mind you: there is no way to reliably detect if some arbitrary is left-handed or right-handed. The loader has no chance to...
2013-04-19 02:01:48 PDT in Open Asset Import...
What type is GLubyte? If it's really a single byte, your index buffer can address only 256 vertices. Most models will be way beyond this limit. Increase your index buffer to at least [i]unsigned short[/i].
2013-04-15 01:35:27 PDT in Open Asset Import...
I'm curious: how do you want to "fix" this? PreTransformVertices combines all meshes into one mesh per material. So multiple meshes might end up combined in a single target mesh. Do you want to combine the names, too?.
2013-04-15 01:32:59 PDT in Open Asset Import...
Thanks for the report! You're right, the lines you mentioned did indeed consume too many characters, disrupting the path in the process. This has been fixed already a few weeks ago. Please update to the current head and try again.
2013-04-11 01:24:39 PDT in Open Asset Import...