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/
> > >
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> > >
> >
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> > >
> > >
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