Hi Sukender,

Are you putting this version forward for merging with OSG svn/trunk as
is, or are you looking for community feedback still?

I'm happy to go ahead and merge if you feel it's now ready.

Robert.

On Tue, Nov 24, 2009 at 3:01 PM, Sukender <[email protected]> wrote:
> Hi Robert,
>
> Here is our freshly baked 3DS reader/writer (named 'v0.5' to differentiate 
> from previous one). Changes are against trunk rev. 10819.
> Short changelog (from rev 10819):
> - Added 3DS writer
> - Sync'd with latest lib3DS
> - Added options, especially "flattenMatrixTransforms" to get the "old" 
> behaviour (else the reader correctly maps to OSG the transforms from the 3DS 
> file).
>
> What should be done:
> - Check with pivot points, with and without "flattenMatrixTransforms" option.
> - We ran tests on it, but we can never be 100% sure there is no bug. Testing 
> from the community would of course be helpful.
>
> Some files have been added, some (old lib3ds) have been removed. Feel free to 
> ask if anything goes wrong during integration.
> Cheers,
>
> PS: Don't try to find "v0.4" anywhere on the mailing list; it hasn't been 
> posted.
>
> Sukender
> PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
>
> ----- "Robert Osfield" <[email protected]> a écrit :
>
>> Hi Sukender,
>>
>> On Tue, Nov 24, 2009 at 9:53 AM, Sukender <[email protected]> wrote:
>> > I confirm that "old" 3DS reader merges transforms into vertices (=
>> vertices are transformed and MatrixTransforms become Groups). I'll
>> create an option for the new reader to have both behaviours (keep
>> transforms or merge them). According to you, what should be the
>> default behaviour?
>> > I suggest it should be the "old" one, knowing the fact lib3DS merges
>> transforms (= I have to undo what is done in lib3DS to keep
>> transforms, leading to possible rounding errors); but this is subject
>> to discussion, I think.
>>
>> Thanks for the investigation/explanation.  Having an option for both
>> would be appropriate, what you may be able to do is move the
>> transformation of vertices onto the the
>> osgUtil::Optimizer::FlatterStaticTransforms.  As for the default, if
>> he model appears on screen the same then it's likely that keeping the
>> transforms would be fine, especially as osgUtil::Optimizer can get
>> rid
>> of them anyway.
>>
>> As for precision - leaving the transforms in the scene graph will
>> likely lead to better precision if the subgraphs have local
>> coordinate
>> - which is the typical setup of models.
>>
>> Robert.
>> _______________________________________________
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>
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