I want to clarify that it is not mainly a lack of time or resources
that has motivated this decision of ours. It is a design choice that
we've made to promote good practice. So although contributions on many
parts of the engine are welcome, and Ross is right about that, I would
not encourage anyone to submit a patch for this because it will likely
not be accepted.

A general-purpose system for this might make it into the engine at
some point in time, but again, if you're feeling like contributing
focus on something else for now. :)

Cheers
/R


On Jun 21, 6:33 pm, Ross Smith <[email protected]> wrote:
> I have been blown away by the responsiveness and supportiveness of the
> Away3D team.  They make time around their personal lives to keep this engine
> going strong.  Thank you Richard for all the work you have contributed - and
> that goes for Fabrice, Peter, Rob, and all the other devs who have made
> Away3D possible.
>
> Makc, there's a saying that goes around a non-profit corporation that I help
> to manage : "Thanks for volunteering."  Whenever someone says the word
> "should" as though the great vast void will do work for them, we laugh.  And
> then we say, "That *should* happen, eh?  Great.  Thanks for volunteering."
>
> If you want to see it done, write the patch and submit it to the Away3D
> team.  That's how open source works.
>
> --Ross
>
>
>
>
>
>
>
>
>
> On Tue, Jun 21, 2011 at 12:08 PM, richardolsson <[email protected]> wrote:
> > Makc, if you don't feel like the Away3D team care about our users (the
> > programmers) then that's unfortunate. We do very much care about the
> > programmers and the products that they create using our engine, which
> > is why we want to encourage good practice. If your artists are
> > incapable of resizing textures then maybe you can do it for them?
> > Write a script that does it, the programmer way. I don't see why (and
> > I'm sure your product owner agrees) users should have to download
> > textures that are often too big just to then have their CPU scale them
> > down. Store and deploy them with the right size, which will decrease
> > both loading and initialization time.
>
> > As far as the video material is concerned, that entire system in
> > broomstick is a contribution that has not yet gone through proper
> > review (as is often the case in an open-source project's alpha cycle)
> > but chances are we will keep some sort of dimensions check there since
> > in that particular material the engine is creating the bitmap and
> > hence there is no way for the programmer to control it. In a bitmap
> > material the bitmap is an external file and you have the option to
> > resize it.
>
> > Know though that your feature request (or whatever you meant for it to
> > be) has been noted and we will consider adding some sort of automatic
> > resizing, although as previously stated it will most likely be turned
> > off by default.
>
> > Cheers
> > /R
>
> > On Jun 21, 3:30 pm, makc <[email protected]> wrote:
> > > check out what I just found in your VideoMaterial:
>
> > > trace("Warning: "+ size + " is not a valid material size. Updating to
> > > the closest supported resolution: " + validSize);
>
> > > :-P'''
>
> > > what about some consistency?
>
> --
> Ross Smith
> [email protected]

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