Hi Robert, I think it's worth integrating it into SVN trunk. As I said, I can't assert there is no bug, but it seems reasonably stable. Thank you.
Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ----- "Robert Osfield" <[email protected]> a écrit : > 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. > >> _______________________________________________ > >> osg-submissions mailing list > >> [email protected] > >> > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org > > > > _______________________________________________ > > osg-submissions mailing list > > [email protected] > > > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org > > > > > _______________________________________________ > osg-submissions mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org _______________________________________________ osg-submissions mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
