Marcel,
Indeed, this is a known current limitation (bug if you wish) in the Irrlicht run-time visualization module.
I have recently redesigned the entire framework for specifying visualization models and rendering. The code is set up to make use of both the OBJ and any MTL file, but there’s still something I must be missing when creating the Irrlicht materials and mesh buffers
that prevents rendering of material textures.
I can think of 3 options for now:
--Radu
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Marcel, assuming you are talking about option #2 I listed below, keep in mind that this is not a trivial task unless you have some experience with rendering pipelines in general and Irrlicht in particular. Also, this will not teach you
much about Chrono.
However, if you are interested in learning more about that kind of things, by all means, give it a shot.
VSG is VulkanSceneGraph. See https://vsg-dev.github.io/VulkanSceneGraph/
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Chrono::VSG is being developed in the feature/vsg branch. Right now, it’s pretty much a one-man job, with Rainer - our collaborator in Germany – doing all the heavy lifting. If you are interested and willing to help, that would be great!
Best,
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Indeed, getting all dependencies right takes a bit of work. But yes, if you get all of them straightened out, Chrono::VSG should build fine.
VSG is itself under continuous development and the hope is that they will streamline the installation process at some point. There’s not much point for us to try to do anything about it until then.
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