Crash in POD Player

This topic contains 4 replies, has 3 voices, and was last updated by  Gordon 8 years, 5 months ago.

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  • #29784

    Convert below Cube.dae Collada file to POD format (Collada2PODGUI Version 2.02 SDK Build 2.04.24.0794). Conversion options are at the end of this post.

     


    COPY From Here to Cube.dae


    <?xml version=”1.0″?>
    <COLLADA xmlns=”http://www.collada.org/2005/11/COLLADASchema” version=”1.4.1″>
        <asset>
            <contributor>
                <author>alorino</author>
                <authoring_tool>Maya 7.0 | ColladaMaya v2.01 Jun  9 2006 at 16:08:19 | FCollada v1.11</authoring_tool>
                <comments>Collada Maya Export Options: bakeTransforms=0;exportPolygonMeshes=1;bakeLighting=0;isSampling=0;
    curveConstrainSampling=0;exportCameraAsLookat=0;
    exportLights=1;exportCameras=1;exportJointsAndSkin=1;
    exportAnimations=1;exportTriangles=0;exportInvisibleNodes=0;
    exportNormals=1;exportTexCoords=1;exportVertexColors=1;exportTangents=0;
    exportTexTangents=0;exportConstraints=0;exportPhysics=0;exportXRefs=1;
    dereferenceXRefs=0;cameraXFov=0;cameraYFov=1</comments>
                <copyright>
    Copyright 2006 Sony Computer Entertainment Inc.
    Licensed under the SCEA Shared Source License, Version 1.0 (the
    &quot;License&quot;); you may not use this file except in compliance with the
    License. You may obtain a copy of the License at:
    http://research.scea.com/scea_shared_source_license.html
    Unless required by applicable law or agreed to in writing, software
    distributed under the License is distributed on an &quot;AS IS&quot; BASIS,
    WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
    See the License for the specific language governing permissions and
    limitations under the License.
    </copyright>
            </contributor>
            <created>2006-06-21T21:23:22Z</created>
            <modified>2006-06-21T21:23:22Z</modified>
            <unit meter=”0.01″ name=”centimeter”/>
            <up_axis>Y_UP</up_axis>
        </asset>
        <library_cameras>
            <camera id=”PerspCamera” name=”PerspCamera”>
                <optics>
                    <technique_common>
                        <perspective>
                            <yfov>37.8493</yfov>
                            <aspect_ratio>1</aspect_ratio>
                            <znear>10</znear>
                            <zfar>1000</zfar>
                        </perspective>
                    </technique_common>
                </optics>
            </camera>
            <camera id=”testCameraShape” name=”testCameraShape”>
                <optics>
                    <technique_common>
                        <perspective>
                            <yfov>37.8501</yfov>
                            <aspect_ratio>1</aspect_ratio>
                            <znear>0.01</znear>
                            <zfar>1000</zfar>
                        </perspective>
                    </technique_common>
                </optics>
            </camera>
        </library_cameras>
        <library_lights>
            <light id=”light-lib” name=”light”>
                <technique_common>
                    <point>
                        <color>1 1 1</color>
                        <constant_attenuation>1</constant_attenuation>
                        <linear_attenuation>0</linear_attenuation>
                        <quadratic_attenuation>0</quadratic_attenuation>
                    </point>
                </technique_common>
                <technique profile=”MAX3D”>
                    <intensity>1.000000</intensity>
                </technique>
            </light>
            <light id=”pointLightShape1-lib” name=”pointLightShape1″>
                <technique_common>
                    <point>
                        <color>1 1 1</color>
                        <constant_attenuation>1</constant_attenuation>
                        <linear_attenuation>0</linear_attenuation>
                        <quadratic_attenuation>0</quadratic_attenuation>
                    </point>
                </technique_common>
            </light>
        </library_lights>
        <library_materials>
            <material id=”Blue” name=”Blue”>
                <instance_effect url=”#Blue-fx”/>
            </material>
        </library_materials>
        <library_effects>
            <effect id=”Blue-fx”>
                <profile_COMMON>
                    <technique sid=”common”>
                        <phong>
                            <emission>
                                <color>0 0 0 1</color>
                            </emission>
                            <ambient>
                                <color>0 0 0 1</color>
                            </ambient>
                            <diffuse>
                                <color>0.137255 0.403922 0.870588 1</color>
                            </diffuse>
                            <specular>
                                <color>0.5 0.5 0.5 1</color>
                            </specular>
                            <shininess>
                                <float>16</float>
                            </shininess>
                            <reflective>
                                <color>0 0 0 1</color>
                            </reflective>
                            <reflectivity>
                                <float>0.5</float>
                            </reflectivity>
                            <transparent>
                                <color>0 0 0 1</color>
                            </transparent>
                            <transparency>
                                <float>1</float>
                            </transparency>
                            <index_of_refraction>
                                <float>0</float>
                            </index_of_refraction>
                        </phong>
                    </technique>
                </profile_COMMON>
            </effect>
        </library_effects>
        <library_geometries>
            <geometry id=”box-lib” name=”box”>
                <mesh>
                    <source id=”box-lib-positions” name=”position”>
                        <float_array id=”box-lib-positions-array” count=”24″>-50 50 50 50 50 50 -50 -50 50 50 -50 50 -50 50 -50 50 50 -50 -50 -50 -50 50 -50 -50</float_array>
                        <technique_common>
                            <accessor count=”8″ offset=”0″ source=”#box-lib-positions-array” stride=”3″>
                                <param name=”X” type=”float”></param>
                                <param name=”Y” type=”float”></param>
                                <param name=”Z” type=”float”></param>
                            </accessor>
                        </technique_common>
                    </source>
                    <source id=”box-lib-normals” name=”normal”>
                        <float_array id=”box-lib-normals-array” count=”72″>0 0 1 0 0 1 0 0 1 0 0 1 0 1 0 0 1 0 0 1 0 0 1 0 0 -1 0 0 -1 0 0 -1 0 0 -1 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 0 0 -1 0 0 -1 0 0 -1 0 0 -1</float_array>
                        <technique_common>
                            <accessor count=”24″ offset=”0″ source=”#box-lib-normals-array” stride=”3″>
                                <param name=”X” type=”float”></param>
                                <param name=”Y” type=”float”></param>
                                <param name=”Z” type=”float”></param>
                            </accessor>
                        </technique_common>
                    </source>
                    <vertices id=”box-lib-vertices”>
                        <input semantic=”POSITION” source=”#box-lib-positions”/>
                    </vertices>
                    <polylist count=”6″ material=”BlueSG”>
                        <input offset=”0″ semantic=”VERTEX” source=”#box-lib-vertices”/>
                        <input offset=”1″ semantic=”NORMAL” source=”#box-lib-normals”/>
                        <vcount>4 4 4 4 4 4</vcount>
                        <p>0 0 2 1 3 2 1 3 0 4 1 5 5 6 4 7 6 8 7 9 3 10 2 11 0 12 4 13 6 14 2 15 3 16 7 17 5 18 1 19 5 20 7 21 6 22 4 23</p>
                    </polylist>
                </mesh>
            </geometry>
        </library_geometries>
        <library_visual_scenes>
            <visual_scene id=”VisualSceneNode” name=”untitled”>
                <node id=”Camera” name=”Camera”>
                    <translate sid=”translate”>-427.749 333.855 655.017</translate>
                    <rotate sid=”rotateY”>0 1 0 -33</rotate>
                    <rotate sid=”rotateX”>1 0 0 -22.1954</rotate>
                    <rotate sid=”rotateZ”>0 0 1 0</rotate>
                    <instance_camera url=”#PerspCamera”/>
                </node>
                <node id=”Light” name=”Light”>
                    <translate sid=”translate”>-500 1000 400</translate>
                    <rotate sid=”rotateZ”>0 0 1 0</rotate>
                    <rotate sid=”rotateY”>0 1 0 0</rotate>
                    <rotate sid=”rotateX”>1 0 0 0</rotate>
                    <instance_light url=”#light-lib”/>
                </node>
                <node id=”Box” name=”Box”>
                    <rotate sid=”rotateZ”>0 0 1 0</rotate>
                    <rotate sid=”rotateY”>0 1 0 0</rotate>
                    <rotate sid=”rotateX”>1 0 0 0</rotate>
                    <instance_geometry url=”#box-lib”>
                        <bind_material>
                            <technique_common>
                                <instance_material symbol=”BlueSG” target=”#Blue”/>
                            </technique_common>
                        </bind_material>
                    </instance_geometry>
                </node>
                <node id=”testCamera” name=”testCamera”>
                    <translate sid=”translate”>-427.749 333.855 655.017</translate>
                    <rotate sid=”rotateY”>0 1 0 -33</rotate>
                    <rotate sid=”rotateX”>1 0 0 -22.1954</rotate>
                    <rotate sid=”rotateZ”>0 0 1 0</rotate>
                    <instance_camera url=”#testCameraShape”/>
                </node>
                <node id=”pointLight1″ name=”pointLight1″>
                    <translate sid=”translate”>3 4 10</translate>
                    <rotate sid=”rotateZ”>0 0 1 0</rotate>
                    <rotate sid=”rotateY”>0 1 0 0</rotate>
                    <rotate sid=”rotateX”>1 0 0 0</rotate>
                    <instance_light url=”#pointLightShape1-lib”/>
                </node>
            </visual_scene>
        </library_visual_scenes>
        <scene>
            <instance_visual_scene url=”#VisualSceneNode”/>
        </scene>
    </COLLADA>


    END of Copy


     

    Conversion options: Export Geometry, Export Materials, Export Controllers, Coord System: OpenGL, Geometry Opts: Normals, Vertex Colors, Mapping Channels, Primitive Type: Triangle list.

     

    Copy cube.dae to OGLES2PODPlay folder fix the Sample.pvres to below line.

     

    pod:cube.pod

     

    PVRShaman is able to successfully render the generated POD file.

     

    Is it possible to download the sources for Command Line version of Collada2POD?

     

     
    #33010

    Copy cube.pod. Not cube.dae.

    #33011

    Gordon
    Moderator

    If PVRShaman is successfully rendering the POD then the problem is likely to be in the PODPlayer application – it’s not as fully featured or as forgiving as PVRShaman usually and is provided as an example more than a robust renderer of PODs. That said, it’s on my todo list to improve its featrues and reliability so I’ve filed a bug report against this issue (BRN27237) and will try and look at it before our next release.

    PODPlayer is mostly tested with indexed triangle lists and interleaved data as this is our general recommendation for exporting geometry. You may have more success using these export options.

    #33012

    Alice
    Member

    Hi all,

    I am new to this forum, i need some help on convert the pod format from collada file, i need to update some changes based on my requirement. Any of you help me to understand how the collada to pod conversion is done .

    Is there any online docs that will be helpful in this or any source of collada to pod command Line version……? that i can download…….?

     please help me in this………….
    #33013

    Gordon
    Moderator

    Collada2POD is a utility (command line and GUI) available as part of our SDK and also as a separate download here:

    https://www.imgtec.com/powervr/insider/powervr-collada2pod.asp

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