Thanks Sukender

- Use relative paths for textures if possible
I notice you've added a function isAbsolutePath() which isn't used at all. 
Before I look at this in more detail can you check your code is doing what you 
think it's doing?

- Fixed reading of non-mesh nodes (eUNSPECIFIED) having a matrixTransform
Thanks

- Avoid creating empty root group if not necessary (reading and writing)
I'm not going to accept this change as the group may have a state set or other 
properties that mean it can't just be substituted with another group. Sure, 
more code could be added to fix those problems but it's not going to be future 
proof so for the sake of a single extra node it's not worth the maintenance 
headache. I recommend you use the Optimizer on the model after loading it 
instead.

- Cleaned a few minor things in code
Thanks

- Handling of orientation
The speed difference will be negligible but the current version outputs 
matrices composed of 1s and 0s, while the changed version will output e.g. 
0.9999999543638, 1.017924e-13 which makes it harder to understand when 
examining data. Therefore I'm going to stick with the existing orientation code.

Cheers
-Michael


-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of Sukender
Sent: 19 January 2010 10:18
To: OpenSceneGraph Submissions
Subject: Re: [osg-submissions] FBX plugin update (write support)

Hi Michael and Robert,

Here is the FBX plugin, modified (fbx_2010-01-19.zip). Changelog from the one 
posted yesterday:
- Use relative paths for textures if possible
- Fixed reading of non-mesh nodes (eUNSPECIFIED) having a matrixTransform
- Avoid creating empty root group if not necessary (reading and writing)
- Cleaned a few minor things in code

I also attached ReaderWriterFBX.cpp, which is "my" version of the file. The 
difference between this one and the one in the zip file is the handling of the 
orientation. As I said to Michael (who certainly answered me, but I didn't get 
that answer...), my implementation is slower but I find it more easy to read 
and maintain.

Cheers,

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/

----- "Michael Platings" <[email protected]> a écrit :

> Hi Robert,
> Here's the update to the FBX plugin, incorporating Sukender's write 
> support.
> 
> Unfortunately I've been unable to make a commit to the FBX directory 
> even with Jose Luis's help so I'll have to continue to ask you to make 
> commits for me.
> 
> Thanks
> -Michael Platings
> 
> 
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of 
> Sukender
> Sent: 22 December 2009 21:49
> To: OpenSceneGraph Submissions
> Subject: Re: [osg-submissions] FBX plugin update (write support)
> 
> Hi Michael,
> 
> Yes, your change is okay, even if I personnally would prefer:
> Writing support added 2009 by Thibault Caporal and Sukender (Benoit 
> Neil - http://sukender.free.fr) But this is absolutely not important
> ;)
> 
> Did you make any other change?
> Thanks for the review.
> 
> Sukender
> PVLE - Lightweight cross-platform game engine - 
> http://pvle.sourceforge.net/
> 
> ----- "Michael Platings" <[email protected]> a écrit :
> 
> > Hi Sukender,
> > thanks for the submission. I've made some alterations and I'll
> commit
> > to SVN just as soon as Jose Luis gives me write access.
> > 
> > The comment at the start of WriterNodeVisitor is unclear:
> > Writing support added 2007 by Capo (Thibault CAPORAL), 
> > http://sukender.free.fr , strongly inspired by the FBX writer object
> 
> > by Benoit NEIL and myself
> >                         the FBX reader.
> > 
> > I've simplified it to:
> > Writing support added 2009 by Thibault Caporal and Benoit Neil ( 
> > http://sukender.free.fr ) is that correct?
> > 
> > Cheers
> > -Michael
> > 
> > 
> > 2009/12/15 Sukender < [email protected] >
> > 
> > 
> > Hi Robert,
> > 
> > FBX plugin update:
> > - Added write support
> > - Fixed handling of "default stateset"
> > - Fixed handling of duplicated materials/statesets
> > - Fixed handling of coordinate system/axis
> > 
> > Changes are against trunk rev. 10898.
> > Happy reviewing! :)
> > 
> > Sukender
> > PVLE - Lightweight cross-platform game engine - 
> > http://pvle.sourceforge.net/
> > 
> > _______________________________________________
> > osg-submissions mailing list
> > [email protected]
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscene
> > graph.org
> > 
> > 
> > 
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