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
> >
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> >
> >
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