Hi Robert,

I'll also check the DAE ASAP.

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

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

> Hi Sukender,
> 
> I have now merged and checked in your changes to the dae plugin.  I
> implemented Michael's suggestion of the moving the #if UTF8 check
> into
> the ConvertFilePathToColladaCompatibleURI method as per my previous
> email.
> 
> I'm currently working on my system with the broken COLLADA DOM so
> haven't been able to compile the changes, I'm about to reboot into my
> partition with the working COLLADA DOM to check this.
> 
> Robert.
> 
> On Fri, Jan 21, 2011 at 9:02 AM, Sukender <[email protected]> wrote:
> > Hi Robert,
> >
> > Now I merged (with many conflicts) your changes to mine, I got
> another DAE thing...
> >
> > DAE plugin was linking ORIGINAL images in the Collada file, using
> image->getName() as a path (even if images were modified in memory!).
> As the behaviour was not the one of other plugins (3DS, FBX, and
> such), I made the plugin relativise images filenames (as those
> plugins) and write the image which is in memory. However, in order to
> avoid removing features, I kept the previous behaviour but moved it in
> an option. Here are the options of the plugin I changed:
> > - daeForceTexture was unclear in this new context and removed in
> favor of two new options
> > - daeLinkOriginalTexturesNoForce: Writes reference to the original
> image if found, instead of writing the image in memory
> > - daeLinkOriginalTexturesForce: Writes reference to the original
> image even if not found, instead of writing the image in memory
> > Of course, if you specify no option, images are written as for other
> plugins.
> >
> > For this sumbission, I had to call code from the FBX plugin (to
> relativise paths). I thus extracted it from FBX and moved it in osgDB
> (FileNameUtils). Thus osgDB and FBX are affected by this submission.
> >
> > Other thing I changed is the UTF8 support as I told you in a
> previous conversation. Now there is a simple option,
> "daeNamesUseCodepage", which makes all names except filenames
> (materials, animation, geometries...) be considered as encoded using
> current codepage. If so, they'll be converted to UTF8 when writing;
> else they are written directly. Of course, filenames follow
> OSG_USE_UTF8_FILENAME as usual.
> >
> > I did not split the submission, but I guess this would be
> manageable. Please tell me if not.
> > Stay tuned for other DAE changes! ;D  I spotted some bugs about
> handling of polygons (needs investigation)...
> > Cheers,
> >
> > 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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