Hi Michael, Sukender,

Just to warn you that the upgrade of osgAnimation is now in the trunk,
so i guess there will be some compilation issue about animation part.

Maybe it's already fixed, i dont have windows so i can't check it.

Cheers,
Cedric

-- 
Provide OpenGL services around OpenSceneGraph and more
+33 659 598 614 Cedric Pinson mailto:[email protected]
http://www.plopbyte.net


On Wed, 2010-01-27 at 16:33 +0100, Sukender wrote:
> Hi Michael, hi Robert,
> 
> Here my last FBX plugin (2009-01-27). Changelog from Michael's version 
> (2009-01-26):
> - Handling of extended 8-bit ASCII paths (WARNING: Needs my osgDB/ConvertUTF 
> submission, previously posted)
> - Better handling of images files when exporting (now avoids names collisions 
> in generated filenames)
> - Globally better relative path handling when writing images
> - Changed the order of tries when reading images (It now tries to read images 
> relatively to the .fbx first, and then relatively to the working dir)
> - Put the "root thing" under an off-by-default option
> 
> Cheers,
> 
> Sukender
> PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
> 
> ----- "Sukender" <[email protected]> a écrit :
> 
> > 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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