Thanks for tackling this Sukender.  I'm just about to head away on a
business trip so won't be able to look at the submission until later
in the week.  Cheers, Robert.

On Mon, May 9, 2011 at 2:46 PM, Sukender <[email protected]> wrote:
> Hi Robert,
>
> As suggested, here is the modified helper to write images/shaders/vegetables.
> Please note that I did not find better than a dynamic_cast to detect if 
> passed object is an image, shader, or whatever. If you don't find better too, 
> maybe the unique "write" method should be split into writeImage, writeShader, 
> etc.?
>
> Also find the modified FBX plugin. The DAE will be submitted soon.
>
> Please review and tell me what you think about it.
> Cheers,
>
> Sukender
> PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
>
> ----- "Sukender" <[email protected]> a écrit :
>
>> Okay for vegetables then! But just a few (silly?) questions:
>> How do I call the appropriate write method? Just using a default
>> WriteFileCallback or similar? If not, can I ensure the osgDB::Options
>> is correctly passed? And finally, how will I handle differences (ex:
>> images must be "8.3" in 3DS, potatoes can't be in a subdirectory for
>> ".vegetable" format, etc.?)
>>
>> Sukender
>> PVLE - Lightweight cross-platform game engine -
>> http://pvle.sourceforge.net/
>>
>> ----- "Robert Osfield" <[email protected]> a écrit :
>>
>> > Hi Sukender,
>> >
>> > On Thu, Apr 21, 2011 at 4:05 PM, Sukender <[email protected]> wrote:
>> > > First of all: agreed to make it work for all (images, shaders,
>> > potatoes...)
>> >
>> > Perhaps we should generalize to supporting vegtables rather thean
>> > specifically potatoes ;-)
>> >
>> > I think it should be relatively straight forward to handling
>> > osg::Object's and let the class call the appropriate osgDB::write
>> > method.
>> >
>> >
>> >
>> > > About features:
>> > >>  1) Enable writing out of images only once
>> > >>  2) Handling of paths that are absolute or relative.
>> > >>  3) Handles directory creation when paths don't just exist
>> > >
>> > > Additionnal feature:
>> > >  2.1) Also get the absolute path where it was written, as well as
>> > the path relative to the "main file" (= the 3D model)
>> > >  2.2) Also generate writing paths which may keep original
>> directory
>> > structure ("_keepRelativePaths" member).
>> > >     Ex: Reading model.osg, which has "images/img1.jpg".
>> > >         Writing "/somePath/newmodel.osg" and
>> > "/somePath/images/img1.jpg"
>> > >         Of course, with the option disabled, this may write
>> > "/somePath/img1.jpg"
>> > >  4) Duplicate handling: avoid writing two different images (or
>> > "things") at the same place.
>> >
>> > So this would be renaming when the same filename is requested but
>> the
>> > actual Object being passed
>> > in isn't the same?
>> >
>> > > What should also be added:
>> > >  5) Handling of naming constraints (such as "8.3" names in 3DS)
>> > >
>> > >
>> > > About "caching" values, yes that's true FOR NOW the write() comes
>> > just after. So, I agree to merge setCurImage() and write()
>> > ("writeImage()", then?). But this also makes getCurAbsolutePath()
>> and
>> > getCurRelativeOrAbsolutePath() return paths where image was written.
>> > So maybe the writeImage() should return a pair of strings (or fill a
>> > structure)?
>> >
>> > This type of state data associated with an operation should probably
>> > be passed into the write method via a reference or passed back as a
>> > result, these two approaches would avoid state being stored.
>> >
>> >
>> > > And finally, what about "WriterHelper" or "ExternalFileWriter"?
>> >
>> > ExternalFileWriter would probably be my current preference, although
>> > I
>> > am sure we could find a better name.  Can't think of a better one
>> > right now... Perhaps others can chip in.
>> >
>> > Robert.
>> > _______________________________________________
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>> > [email protected]
>> >
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