Hi Robert,

If you need, I can give you files with Michaels' changes and mine (except 
handling of orientation). However, I'm still waiting for Michaels' approval 
about having the "special root handling" code within an off-by-default option 
(+ code to check for existing stateset). Have you got an opinion about it?

Cheers,

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

----- "Robert Osfield" <[email protected]> a écrit :

> Hi Michael,
> 
> Have you been able to check anything in yet?  If not could you
> provide
> me with an update that incorporates what parts of Sukender's latest
> updates you feel comfortable with.
> 
> Cheers,
> Robert.
> 
> On Tue, Jan 19, 2010 at 12:32 PM, Michael Platings
> <[email protected]> wrote:
> > 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/
> >> >
> >> > _______________________________________________
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> >> > [email protected]
> >> >
> >>
> http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscene
> >> > graph.org
> >> >
> >> >
> >> >
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