That last bug fix I sent worked great for Linux, but it didn't cut it for Windows. Attached is an improved version. (These new files apply all my changes to current svn, so it'll probably be easier to ignore all the previous stuff I have sent.)
Oh, and *bump* ;) -- Terry Welsh mogumbo 'at' gmail.com www.reallyslick.com On Wed, Dec 21, 2011 at 9:17 PM, Terry Welsh <[email protected]> wrote: > Just found a corner case that had a loop prefixing the same path onto > a filename endlessly until OSG crashed. I only had to make a small > fix to FileUtils.cpp. Attached is the entire updated submission with > all four files. > > It's funny, I expected a problem like this when I first started > programming this. I don't know why the problem was so uncommon that I > didn't see it until now. > -- > Terry Welsh > mogumbo 'at' gmail.com > www.reallyslick.com > > > > On Mon, Dec 12, 2011 at 12:44 PM, Terry Welsh <[email protected]> wrote: >>> Removing the reliance on extension for all file types would be a major >>> undertaking, and would be possible for binary files that could have a >>> magic tag in their header (I think there's even a command on linux you >>> can use to get a file's type from this) but for shaders which are text, >>> again you'd need to parse the file and look for surefire signs that it's >>> a GLSL shader... Messy IMHO. >>> >> Yeah, I wouldn't want to remove the reliance on extensions. I can >> think of about 3 ways to determine file type, and I still like using >> extensions the best. I probably wouldn't be complaining about it at >> all if shaders just had standard extensions. You could make shaders a >> special case inside OSG, but this is probably a bad idea. For now I >> figured the best first step (and maybe last step) is to route them >> through the glsl loader.
vfs.tar.gz
Description: GNU Zip compressed data
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