DAE seem ok for me. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
----- "Sukender" <[email protected]> a écrit : > 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/ > > > > > > _______________________________________________ > > > 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 _______________________________________________ osg-submissions mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
