Hi Robert,
Any progress on incorporating these changes?  Sorry to be a pest, but
I'm finalizing a demo version of my game for testers now, and it would
be cool to test with official svn OSG instead of my modified version
of OSG.
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com



On Sun, Jan 8, 2012 at 8:17 PM, Terry Welsh <[email protected]> wrote:
> 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.
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