Hi Robert, Thank you for reviweing such a submission...
Well, about UTF8, I guess those have same encoding as filenames: - nodes names (some readers put the full path as node name for the root) - geometries (and RigGeometries and MorphGeometries) - animations and channels names Of course, this is only my feeling, and you may disagree. If so, may I suggest to turn the proprocessor test into a standard "if()" testing a readerwriter option? We could have daeGeometriesNamesUseCodepage / daeAnimationsNamesUseCodepage, or such. However, if the same is possible with node names, I suggest to interpret node names the same way we do for filenames. Thoughts? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ----- "Robert Osfield" <[email protected]> a écrit : > Hi Sukender, > > I've started the review but on review it kinda looks like you have > the > OSG_USE_UTF8_FILENAME usage the wrong way around i.e. (from > daeWMaterials.cpp): > > #ifdef OSG_USE_UTF8_FILENAME > std::string symbol( geoName + "_material" ); > #else > std::string symbol( > osgDB::convertStringFromCurrentCodePageToUTF8(geoName + "_material") > ); > #endif > > Thoughts? > Robert. > > > On Wed, Jan 12, 2011 at 10:02 AM, Sukender <[email protected]> wrote: > > Hi Robert, > > > > Here is my modified Collada readerwriter (latest trunk of osgDAE). > Unfortunately, there are many changes, and I guess it will not ease > the work of reviewing the code. Please feel free to ask for > precisions/changes/etc. Changelog: > > > > - Added ability for reader to store double precision vertices if > requested by osgDB::Options::PrecisionHint (lot of code changed for > this). > > - Also added ability for writer to read from Vec3/4d/f. Plugin now > warns if it finds another type of data. > > - Writer takes care about OSG_USE_UTF8_FILENAME and converts node > names to UTF8 if needed. Yes, I know node names aren't *file* names, > but this sounds perfectly coherent to have same encoding, IMHO. > > - Fixed ReaderWriterDAE::ConvertFilePathToColladaCompatibleURI(): It > now handles paths containing '#' character as expected. > > - Factorized the depth loop ("while ( lastDepth >= _nodePath.size() > )...") into a method called updateCurrentDaeNode(). Added missing > calls into apply(osg::LightSource &) and daeWriter::apply(osg::Camera > &) and daeWriter::apply(osg::CameraView &) > > - "Normalized" some recent options I added in a previous submission > by prefixing with "dae" (older options were not normalized to avoid > breaking code): daeEarthTex, daeZUpAxis, daeForceTexture. > > - Updated plugin options descriptions > > > > Be brave in front of such a pile of changes!!! ;) > > > > Thank you for reviewing. > > Cheers, > > > > 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-openscenegraph.org > > > > > _______________________________________________ > osg-submissions mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org _______________________________________________ osg-submissions mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
