Hi all,

Well, this may need another thread on osg-users, but as a general note, OSG is 
cross-platform, and may be used in distributed applications with heterogeneous 
OSes. So, IMHO, we should have either a filename class which keeps a 
system-dependant string (as the C++0x class "path", or boost::filesystem::path 
from which it derives) with codepage or UTF8/16 conversions, or use an 
OSG-defined implemantation. I guess a C++0x requirement for OSG is not 
something to be in short term dev. I suggest then to have OSG use the runtime 
version of what is done with #ifdef: choose between codepage or UTF8.
... my 2 cents...

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

----- "Jan Ciger" <[email protected]> a écrit :

> 2011/1/17 Mathias Fröhlich <[email protected]>:
> > Which means all the wchar_t interfaces in windows also work
> > for really all languages' character sets. The same holds for the
> usual linux
> > 32 bit wchar_t which is also sufficient for all known unicode
> glyphs.
> > Using these functions appears to me the most system compatible way.
> They just
> > implement the systems way of handling character encoding. You do not
> need to
> > know anything how this is done.
> 
> Um, actually no. wchar_t on Unix is doesn't have to be 32 bit, you do
> not know what kind of encoding the system uses internally (the C/C++
> standard doesn't say what it should be!) This is one of the reasons
> why people recommend to forget about wchar_t on Unix and just use
> char_t and UTF-8 encoding explicitly, converting as needed. It has
> also the advantage of keeping the compatibility with other
> tools/libraries that cannot handle wide strings, but multibyte
> encodings (UTF-8) are transparent for them.
> 
> Yeah, Unicode is a major pain :(
> 
> Regards,
> 
> Jan
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