[Maya2osg-users] Fwd: Re: Normal mapping
Status: Alpha
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jtaibo
From: Jean-Sébastien G. <jea...@cm...> - 2011-05-05 01:54:40
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Forwarding message sent to my address only. -------- Original Message -------- Subject: Re: [Maya2osg-users] Normal mapping Date: Thu, 5 May 2011 02:51:58 +0200 From: Javier Taibo <jav...@gm...> To: Jean-Sébastien Guay <jea...@cm...> On Thu, May 5, 2011 at 2:33 AM, Jean-Sébastien Guay <jea...@cm...> wrote: > Hi Javier, > >> I just tested the bump mapping and you're right. It is not working. > > Thanks for testing and looking into this. As I said, the mBumpTexture > variable seems to have type kDependencyNode and not kFileTexture like the > code expects. That might be a good starting point. > > On a related point, is it possible to compile the plugin with debugging > symbols (but still a release build I guess) and attach the debugger to Maya, > and then use the debugger to trace into its execution? Printf-style or > cout-style debugging works, but the debugger is just so much more > effective... :-) Yes. Last time I debugged it was on Visual Studio 2008 Express and Maya 2010. I just compiled the project in Debug configuration (or Release with debugging information), set maya.exe as the executable for the debug session and just press F5... then set breakpoints or whatever you want. Pretty useful. Printf also works nice, but... :) Right now, I am a bit out of date in this project. There were some changes to the code from other author that I have not revised yet. Some of the changes do not work anymore on Maya 2010, so I am currently porting to Maya 2011 and VS 2010 Express. I am also trying to write a CMake script so keeping the different projects updated is easier. I hope to have tomorrow a working environment so I can begin to work again on the exporter and solve these problems. Just curiosity, ¿what environment are you using (Maya and OSG versions, OS, HW architecture, IDE/Compiler) ? Regards, -- Javier Taibo |