Thanks Sukender, I've now merged these changes and checked them into
svn/trunk.

One thing I'd like to clear up is the use of throw, as embedded systems
developers can prefer to disable exceptions, and on the OSG side I've been
replacing use of throw/catch where possible.  Introducing new throw/catch
code will mean that associated plugins/examples will need to be disabled
when building with exceptions enabled.

Would it be possible to review the plugin and replace the use of throw?

Robert.

On Wed, Mar 10, 2010 at 4:02 PM, Sukender <[email protected]> wrote:

> Hi again Robert,
>
> I've detected and fixed another bug in 3DS writer: support for automatic
> splitting of meshes having >65k faces/points was buggy (was deleting faces).
> Here is my four 3DS modified files (in a ZIP), against rev. 11193,
> including previous fixes AND Stephan's fix about relative filenames.
> Cheers,
>
> Sukender
> PVLE - Lightweight cross-platform game engine -
> http://pvle.sourceforge.net/
>
> ----- "Sukender" <[email protected]> a écrit :
>
> > Hi Robert,
> >
> > I've fixed positions for 3DS writer. Points in 3DS must be in world
> > coordinates and I added what was missing.
> > And by refactoring a bit of code, I may have fixed some StateSets
> > related bugs (was ignoring StateSets for osg::Groups).
> > I also added support for Billboard's points, so now "osgconv lz.osg
> > lz.3ds" has an acceptable output. However, there is no rotation
> > depending on billboards' axis, hence the notice "Warning: 3DS writer
> > is incomplete for Billboards (rotation not implemented).". You may
> > want to remove this notice (or lower the notify severity) if you feel
> > 3DS doesn't have to handle such rotations.
> > The attached archive contains 3 files from 3DS plugin, against rev.
> > 11162.
> >
> > Please note there is still the textures issue for cow.osg. I guess
> > it's because it's not a "flat, dummy and standard" texture in slot
> > 0... That is to say the only thing the writer can handle at the
> > moment. I guess I won't address this soon.
> >
> > Cheers,
> >
> > Sukender
> > PVLE - Lightweight cross-platform game engine -
> > http://pvle.sourceforge.net/
> >
> > ----- "Sukender" <[email protected]> a écrit :
> >
> > > Going to address that. I don't know when but I'll try to make it
> > work
> > > to make next release.
> > >
> > > --
> > > Sukender
> > > PVLE - Lightweight cross-platform game engine -
> > > http://pvle.sourceforge.net/
> > >
> > >
> > > Le Fri, 26 Feb 2010 10:36:56 +0100, Robert Osfield
> > > <[email protected]> a écrit:
> > >
> > > > Hi Sukender,
> > > >
> > > > I've merged your change and now I don't get the hangs and cow.3ds
> > > and lz.3ds
> > > > are generated, but alas with the same artifacts that you are
> > seeing.
> > >  The
> > > > trees look like an issue of how to handle billboards in 3ds, and
> > the
> > > black
> > > > textures?  Don't know, an error in the material colour or model
> > > colour?
> > > > Since the changes are another little step forward I've checked
> > them
> > > in.
> > > > It'd be cool to have the artifacts addressed though, as end users
> > > are almost
> > > > certainly going to trip up when then try the 3ds export.
> > > >
> > > > Cheers,
> > > > Robert.
> > > >
> > > > On Fri, Feb 19, 2010 at 2:05 PM, Sukender <[email protected]>
> > wrote:
> > > >
> > > >> Hi Robert,
> > > >>
> > > >> Sorry I didn't answer sooner.
> > > >> I tried a tiny change in is83() function and had no crash (under
> > > Windows).
> > > >> "osgconv cow.osg cow.3ds" exports a black cow and "osgconv
> > lz.osg
> > > lz.3ds"
> > > >> exports tree(s) at (0,0,0)... I guess there are still things to
> > do
> > > about
> > > >> non-zero-index textures and multiple instanciation of a node,
> > but
> > > at least
> > > >> it doesn't crash.
> > > >>
> > > >> Attached is my file at rev. 11083.
> > > >>
> > > >> Cheers,
> > > >>
> > > >> Sukender
> > > >> PVLE - Lightweight cross-platform game engine -
> > > >> http://pvle.sourceforge.net/
> > > >>
> > > >> ----- "Robert Osfield" <[email protected]> a écrit :
> > > >>
> > > >> > Hi Sukender,
> > > >> >
> > > >> > I've now reviewed and merged your changes to keep the ball
> > > rolling.
> > > >> >
> > > >> > There are still problems with writing out scene graphs though.
> > > >> >
> > > >> >   osgconv cow.osg cow.3ds
> > > >> >
> > > >> > and
> > > >> >
> > > >> >   osgconv lz.osg lz.3ds
> > > >> >
> > > >> > both hang, the both hangs at around:
> > > >> >
> > > >> >
> > > >> > #0  0x00007f0619676750 in std::string::find_first_of () from
> > > >> > /usr/lib/libstdc++.so.6
> > > >> > #1  0x00007f061772d4c4 in is83 () from
> > > >> > /home/robert/OpenSceneGraph/lib/osgPlugins-2.9.7/osgdb_3ds.so
> > > >> > #2  0x00007f061772d95a in is3DSpath () from
> > > >> > /home/robert/OpenSceneGraph/lib/osgPlugins-2.9.7/osgdb_3ds.so
> > > >> > #3  0x00007f0617733162 in WriterNodeVisitor::writeMaterials ()
> > > from
> > > >> > /home/robert/OpenSceneGraph/lib/osgPlugins-2.9.7/osgdb_3ds.so
> > > >> > #4  0x00007f0617726503 in ReaderWriter3DS::createFileObject ()
> > > from
> > > >> > /home/robert/OpenSceneGraph/lib/osgPlugins-2.9.7/osgdb_3ds.so
> > > >> > #5  0x00007f061772670b in ReaderWriter3DS::doWriteNode () from
> > > >> > /home/robert/OpenSceneGraph/lib/osgPlugins-2.9.7/osgdb_3ds.so
> > > >> > #6  0x00007f0617725e08 in ReaderWriter3DS::writeNode () from
> > > >> > /home/robert/OpenSceneGraph/lib/osgPlugins-2.9.7/osgdb_3ds.so
> > > >> > #7  0x00007f061bac4c2a in
> > > osgDB::Registry::writeNodeImplementation ()
> > > >> > from /home/robert/OpenSceneGraph/lib/libosgDB.so.63
> > > >> >
> > > >> >
> > > >> > For further work on the 3ds plugin could you do an svn update
> > and
> > > use
> > > >> > this as the base as I've merged other fixes to the plugin that
> > I
> > > >> > don't
> > > >> > want to loose.
> > > >> >
> > > >> > Cheers,
> > > >> > Robert.
> > > >> > _______________________________________________
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> > > >>
> > >
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