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
> >
> >
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