<?xml version="1.0" encoding="utf-8"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Recent changes to Polygonal_geometry</title><link>https://sourceforge.net/p/maya2osg/wiki/Polygonal_geometry/</link><description>Recent changes to Polygonal_geometry</description><atom:link href="https://sourceforge.net/p/maya2osg/wiki/Polygonal_geometry/feed" rel="self"/><language>en</language><lastBuildDate>Wed, 21 May 2014 09:47:29 -0000</lastBuildDate><atom:link href="https://sourceforge.net/p/maya2osg/wiki/Polygonal_geometry/feed" rel="self" type="application/rss+xml"/><item><title>Polygonal_geometry modified by Javier Taibo</title><link>https://sourceforge.net/p/maya2osg/wiki/Polygonal_geometry/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v14
+++ v15
@@ -135,4 +135,6 @@

     BIND_PER_PRIMITIVE_SET

-will be implemented in the future.
+will be implemented in the future. 
+
+Multiple texture coordinate sets are imported to Maya UV sets. 
&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Javier Taibo</dc:creator><pubDate>Wed, 21 May 2014 09:47:29 -0000</pubDate><guid>https://sourceforge.net6a6fb95d80d4904e2532f7e24b6ef9022d352a1c</guid></item><item><title>Polygonal_geometry modified by Javier Taibo</title><link>https://sourceforge.net/p/maya2osg/wiki/Polygonal_geometry/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v13
+++ v14
@@ -52,3 +52,87 @@
     * Quadrilaterals to QUAD_STRIPS 
   * Array compaction 
     * I have detected a lot of repeated elements in components arrays (such as normals). A lot of space could be saved and performance improved by adding an intermediate process that detect and remove duplicates in these arrays and rebuild index lists pointing to them. 
+
+## Importing geometry to Maya from OSG
+
+Geometry accepted by osg2maya is contained in the 
+    
+    osg::Geometry
+
+drawable. Primitive sets can be of any type: 
+    
+    DrawArraysPrimitiveType
+
+, 
+    
+    DrawArrayLengthsPrimitiveType
+
+, 
+    
+    DrawElementsUBytePrimitiveType
+
+, 
+    
+    DrawElementsUShortPrimitiveType
+
+or 
+    
+    DrawElementsUIntPrimitiveType
+
+. Primitive types 
+    
+    POINTS
+
+, 
+    
+    LINES
+
+, 
+    
+    LINE_STRIP
+
+and 
+    
+    LINE_LOOP
+
+are not supported. They will be simply ignored by the importer. All the other surface (not line or point) primitives are supported: 
+    
+    TRIANGLES
+
+, 
+    
+    TRIANGLE_STRIP
+
+, 
+    
+    TRIANGLE_FAN
+
+, 
+    
+    QUADS
+
+, 
+    
+    QUAD_STRIP
+
+or 
+    
+    POLYGON
+
+. osg2maya currently imports normals bound with 
+    
+    BIND_OVERALL
+
+or 
+    
+    BIND_PER_VERTEX
+
+. 
+    
+    BIND_PER_PRIMITIVE
+
+and 
+    
+    BIND_PER_PRIMITIVE_SET
+
+will be implemented in the future.
&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Javier Taibo</dc:creator><pubDate>Wed, 21 May 2014 09:47:29 -0000</pubDate><guid>https://sourceforge.net4286d99bc65e16276b4efa3a924a270b52399808</guid></item><item><title>Polygonal_geometry modified by Javier Taibo</title><link>https://sourceforge.net/p/maya2osg/wiki/Polygonal_geometry/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v12
+++ v13
@@ -18,11 +18,11 @@

 **[TO-DO: Insert DIAGRAM]**

-Maya mesh vertex array is directly translated to the 
+Maya mesh **vertex** array is directly translated to the 

     osg::Geometry

-vertex array. Maya per face vertex normals are stored in the 
+vertex array. Maya per face vertex **normals** are stored in the 

     osg::Geometry

@@ -30,7 +30,7 @@

     BIND_PER_VERTEX

-. This allows any combination of hard and soft edges. If any mesh polygon has color assigned, color per face-vertex is exported to the 
+. This allows any combination of hard and soft edges. If any mesh polygon has **color** assigned, color per face-vertex is exported to the 

     osg::Geometry

@@ -39,6 +39,8 @@
     BIND_PER_VERTEX

 . 
+
+Maya UV sets fill the **texture coordinates** for OpenGL texturing units. 

 ### Optimizations

&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Javier Taibo</dc:creator><pubDate>Wed, 21 May 2014 09:47:29 -0000</pubDate><guid>https://sourceforge.netbe06d2392cfeab286e4c86d652a6ff9bd4ad44bd</guid></item><item><title>Polygonal_geometry modified by Javier Taibo</title><link>https://sourceforge.net/p/maya2osg/wiki/Polygonal_geometry/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v11
+++ v12
@@ -22,7 +22,7 @@

     osg::Geometry

-vertex array. Maya per-face per-vertex normals are stored in the 
+vertex array. Maya per face vertex normals are stored in the 

     osg::Geometry

@@ -30,7 +30,7 @@

     BIND_PER_VERTEX

-. If any mesh polygon has color assigned, color per face-vertex is exported to the 
+. This allows any combination of hard and soft edges. If any mesh polygon has color assigned, color per face-vertex is exported to the 

     osg::Geometry

&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Javier Taibo</dc:creator><pubDate>Wed, 21 May 2014 09:47:29 -0000</pubDate><guid>https://sourceforge.netee80c0c7b31e079180462f40193801132dcce2b8</guid></item><item><title>Polygonal_geometry modified by Javier Taibo</title><link>https://sourceforge.net/p/maya2osg/wiki/Polygonal_geometry/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v10
+++ v11
@@ -49,4 +49,4 @@
     * Triangles to TRI_FANS 
     * Quadrilaterals to QUAD_STRIPS 
   * Array compaction 
-    * I have detected a lot of repeated elements in components arrays (such as normals). A lot of space could be saved and performance improved adding an intermediate process that detects and remove duplicates in these arrays and rebuild index lists pointing to them. 
+    * I have detected a lot of repeated elements in components arrays (such as normals). A lot of space could be saved and performance improved by adding an intermediate process that detect and remove duplicates in these arrays and rebuild index lists pointing to them. 
&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Javier Taibo</dc:creator><pubDate>Wed, 21 May 2014 09:47:29 -0000</pubDate><guid>https://sourceforge.netc4ea499711d173847b8bbf43810ea9905d8636ee</guid></item><item><title>Polygonal_geometry modified by Javier Taibo</title><link>https://sourceforge.net/p/maya2osg/wiki/Polygonal_geometry/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v9
+++ v10
@@ -14,7 +14,11 @@

     osg::Geometry

-(OSG drawable). Maya mesh vertex array is directly translated to the 
+(OSG drawable). 
+
+**[TO-DO: Insert DIAGRAM]**
+
+Maya mesh vertex array is directly translated to the 

     osg::Geometry

@@ -26,10 +30,15 @@

     BIND_PER_VERTEX

+. If any mesh polygon has color assigned, color per face-vertex is exported to the 
+    
+    osg::Geometry
+
+color array. Color binding is set to 
+    
+    BIND_PER_VERTEX
+
 . 
-
-  
-

 ### Optimizations

&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Javier Taibo</dc:creator><pubDate>Wed, 21 May 2014 09:47:29 -0000</pubDate><guid>https://sourceforge.netadd3443203c1ffe30df7e4e84ccf9ce440e20f13</guid></item><item><title>Polygonal_geometry modified by Javier Taibo</title><link>https://sourceforge.net/p/maya2osg/wiki/Polygonal_geometry/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v8
+++ v9
@@ -14,7 +14,22 @@

     osg::Geometry

-(OSG drawable). 
+(OSG drawable). Maya mesh vertex array is directly translated to the 
+    
+    osg::Geometry
+
+vertex array. Maya per-face per-vertex normals are stored in the 
+    
+    osg::Geometry
+
+normal array. Normal binding is set as 
+    
+    BIND_PER_VERTEX
+
+. 
+
+  
+

 ### Optimizations

&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Javier Taibo</dc:creator><pubDate>Wed, 21 May 2014 09:47:29 -0000</pubDate><guid>https://sourceforge.netae6a6c621bdf9b0a293c21585da1ebe3ddbda003</guid></item><item><title>Polygonal_geometry modified by Javier Taibo</title><link>https://sourceforge.net/p/maya2osg/wiki/Polygonal_geometry/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v7
+++ v8
@@ -18,7 +18,7 @@

 ### Optimizations

-Current version exports Maya geometry _as is_. However, some optimizations could help to improve real-time rendering performance. 
+Current version exports Maya geometry _as is_. However, some optimizations could help to improve real-time rendering performance and reduce storage needs. 

   * Conversion of primitives 
     * Triangles to TRI_STRIPS 
&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Javier Taibo</dc:creator><pubDate>Wed, 21 May 2014 09:47:29 -0000</pubDate><guid>https://sourceforge.netb291fc67f46bd6756320ca5e959d7d2849ff1602</guid></item><item><title>Polygonal_geometry modified by Javier Taibo</title><link>https://sourceforge.net/p/maya2osg/wiki/Polygonal_geometry/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v6
+++ v7
@@ -14,4 +14,15 @@

     osg::Geometry

-(OSG drawable).
+(OSG drawable). 
+
+### Optimizations
+
+Current version exports Maya geometry _as is_. However, some optimizations could help to improve real-time rendering performance. 
+
+  * Conversion of primitives 
+    * Triangles to TRI_STRIPS 
+    * Triangles to TRI_FANS 
+    * Quadrilaterals to QUAD_STRIPS 
+  * Array compaction 
+    * I have detected a lot of repeated elements in components arrays (such as normals). A lot of space could be saved and performance improved adding an intermediate process that detects and remove duplicates in these arrays and rebuild index lists pointing to them. 
&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Javier Taibo</dc:creator><pubDate>Wed, 21 May 2014 09:47:29 -0000</pubDate><guid>https://sourceforge.netb3e0152b7134fb7bc73abbfec1e0fadad85ba84a</guid></item><item><title>Polygonal_geometry modified by Javier Taibo</title><link>https://sourceforge.net/p/maya2osg/wiki/Polygonal_geometry/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v5
+++ v6
@@ -4,7 +4,7 @@

 ## Exporting geometry from Maya to OSG

-Maya stores polygonal objects in a DAG node called **polyShape**, **polySurfaceShape** or just **mesh**. Its structure is explained in [this page](http://download.autodesk.com/us/maya/2011help/files/Polygon_API_How_polygons_are_handled_internally.htm) of the Maya Help. 
+Maya stores polygonal objects in a DAG node called **polyShape**, **polySurfaceShape** or just **mesh**. Its internal structure and operation is explained in [this page](http://download.autodesk.com/us/maya/2011help/files/Polygon_API_How_polygons_are_handled_internally.htm) of the Maya Help. 

 Maya2OSG convert this Mesh into an 

&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Javier Taibo</dc:creator><pubDate>Wed, 21 May 2014 09:47:29 -0000</pubDate><guid>https://sourceforge.netb246d0dfd0c76b3aba7911c1917468948373675a</guid></item></channel></rss>