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. _______________________________________________ osg-submissions mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
