Hi Robert and Michael,

I spotted a problem with the use of extended ASCII characters in paths with FBX 
(french accents). Giving an UTF8 filename causes osgDB to fail, and giving an 
ASCII filename causes FBX SDK to fail. I fixed it (conversion to UTF8 is done 
in the FBX plugin) and I'll merge changes to the latest submission and give it 
back ASAP. I'll also include an off-by-default option for the read "root node" 
thing.
I guess you'll have the files tomorrow.

Cheers,

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

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

> Hi Robert, Sukender
> 
> Here's the submission with as many of Sukender's changes added as I
> can be sure won't negatively affect the plugin.
> Changes I've vetoed are:
> 
> - Use relative paths for textures if possible
> I was already using relative paths for textures which worked fine, the
> change broke this. If you can explain why it wasn't working for you
> hopefully we can make the code work correctly in all cases.
> 
> - Avoid creating empty root group if not necessary
> I've kept the change to the writing code as that's not for me to
> decide, but for reading I've removed the change as it may break things
> as previously discussed.
> 
> - Handling of orientation
> Kept the existing code for the reason previously discussed.
> 
> Robert, no I haven't been able to check in myself, so please apply
> these changes for me.
> Thanks
> -Michael
> 
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of
> Sukender
> Sent: 26 January 2010 14:35
> To: OpenSceneGraph Submissions
> Subject: Re: [osg-submissions] FBX plugin update (write support)
> 
> 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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> > >> >
> > >>
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> > >> >
> > >> >
> > >> >
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