Hi Robert,

Well I had never an issue using Collada-DOM (v2.2)! I spotted there is a build 
system for 1.4 and one for 1.5 (Using 1.4 for osgDAE)... I'm terribly sorry 
about not helping you... There may be system-specific notes in some file???
Anyway, I don't see a solution other than mailing osg-users and ask for those 
who use the same system as you.
Cheers,

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

----- "Robert Osfield" <[email protected]> a écrit :

> Hi Sukender,
> 
> Thanks for break the submission into parts, this helps a lot.  I have
> begun reviewing the changes, but on doing my first test build I
> realised that I don't yet have COLLADA installed on my present dev
> system... it's installed on one of my other systems  on so I may fall
> back to this later on.
> 
> I decided to get this current system up to speed so I just pulled
> down
> the COLLADA DOM 2.2.zip from sourceforge and alas it doesn't compile
> under Linux due to missing COLLADA header files.   I've looked at the
> sources but haven't yet worked out how to fix these build issues. 
> The
> build issues looks like they have mixed 1.4 and 1.5 version headers
> and messed it up.  By default the build is trying to build against
> the
> 1.4 headers.
> 
> Any ideas which version might be working?
> 
> Every time I try to work with the COLLADA DOM I come away regretting
> the experience, I can't help but feel that it was a big mistake
> adopting it in the first place, rolling our own parser would have
> been
> more productive...
> 
> Robert.
> 
> On Mon, Jan 17, 2011 at 10:08 PM, Sukender <[email protected]> wrote:
> > Hi Robert,
> >
> > Please find the submission in 4 parts, without the UTF8 changes
> (I'll change it to a runtime option).
> > Hope this suits your request.
> > Cheers,
> >
> > Sukender
> > PVLE - Lightweight cross-platform game engine -
> http://pvle.sourceforge.net/
> >
> > ----- "Sukender" <[email protected]> a écrit :
> >
> >> Hi Robert,
> >>
> >> > I now believe the right thing to do would be to break the
> >> submission
> >> > into separate parts so that each set of new features are checked
> in
> >> > separately.  This will make it easier to trace changes and any
> >> > regressions, as well as make it possible for me to merge the
> less
> >> > controversial changes faster.  Could you break the submission up
> >> into
> >> > parts based on functionality for me?
> >>
> >> I was afraid you would say that! Well... certainly. I'm not sure
> >> *when* but I'll try ASAP.
> >>
> >>
> >> > > 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?
> >> >
> >> > This isn't quite the specific question about the code that I
> >> > asked....
> >> > but asking wider questions...
> >> >
> >> > Personally I don't have an experience with UTF8.  Pushing
> changes
> >> > from
> >> > filenames down on to general OSG names is a much wider issue
> that
> >> we
> >> > can't deal with prior to 3.0 release.
> >>
> >> Of course. I personally have to deal with string translations &
> >> encoding, but you're absolutely right about not trying anything
> before
> >> 3.0.
> >>
> >>
> >> > As a general note, I really dislike having #ifdef code paths in
> the
> >> > OSG codebase as it'll make the code much less maintainable and
> more
> >> > error prone.  If we can do stuff at runtime then this is a
> better
> >> way
> >> > of doing it.
> >>
> >> Ok. As said before, I guess I'll use plugin options, or such.
> >>
> >> More generally speaking, do you think about removing the #ifdef
> >> everywhere and have a runtime way of handling encoding?
> >> Even if slightly off-topic, I can bring you a few little
> hints/info
> >> from my experience:
> >> - Fixed length encodings: UCS-2 (16 bits), UTF16 (synonym: UCS-4)
> and
> >> 7-8 bits encodings (ASCII, latin-1, etc.)
> >> - UTF (8-16-32) cover all possible characters, contrary to all
> others
> >> (noticeably UCS-2).
> >> - Thus, you can't have an unique FIXED-LENGTH encoding for
> multiple
> >> languages, except with 32 bits (UTF32 / UCS-4).
> >> - UTF16 is often misinterpreted as UCS-2 (UCS-2 is a subset).
> >> - An ASCII string is a valid UTF8 string, but not an UTF16 string
> (of
> >> course).
> >> - UTF-8 is generally takes 3 bytes for some languages (Chinese,
> >> Japanese or Hindi), but "This happens for pure text, but rarely
> for
> >> HTML documents." (Source wikipedia).
> >> - UTF-8 can be stored in an standatd "narrow" std::string.
> >>
> >> So you have the choice between:
> >> 1. Having a 32 bits encoding. Drawback: too heavy.
> >> 2. Having a fixed-length encoding (8 or 16 bits). Drawback: need
> to
> >> change encoding when switching language.
> >> 3. Using UTF16. Drawback: confusion with UCS-2, not compatible
> with
> >> ASCII, and generally used with "wide" std::wstring.
> >> 4. Using UTF8. Drawback: a bit heavy for some languages.
> >>
> >> So my personnal choice *FOR MULTI-LANGUAGES* apps (and the choice
> of
> >> those who wrote "boost.locale" ;) ) is to use UTF8 everywhere for
> the
> >> general case, or use 7/8-bit encoding for situations where memory
> >> really-really-really-matters, or for single-language apps.
> >>
> >> I would then recommend to keep OSG use "narrow" std::string, and
> have
> >> a flag somewhere (Some singleton? Registry?
> ReaderWriter::Options?)
> >> which says if filenames use a (8-bit) code page or UTF8. Having
> "wide"
> >> UTF16 overloads may be possible too (even if conversion functions
> are
> >> enough). Thoughts?
> >>
> >> See http://cppcms.sourceforge.net/boost_locale/html/tutorial.html
> ,
> >> section "Recommendations and Myths"
> >>
> >> Sukender
> >> PVLE - Lightweight cross-platform game engine -
> >> http://pvle.sourceforge.net/
> >> _______________________________________________
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> >> [email protected]
> >>
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> >
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