Thanks Giampaolo, fix merged and submitted to svn/trunk.

On 22 April 2015 at 13:11, Giampaolo ViganĂ²
<[email protected]> wrote:
> Hi Robert,
>
> please find attached a further fix for 3ds plugin: now reflection map works
> also with transparent objects (I also removed a redundant setting of
> BlendFunc).
> I updated the file ReaderWriter3DS.cpp starting from the version sent by
> Chris Denham on 21 April 2015 (subject: "Fix two memory leaks in 3DS
> plugin").
>
> Giampaolo
>
>
>
> Robert Osfield wrote:
>
> Hi Giampalo,
>
> Thanks for the improvements to the 3ds plugin.  I've edited the changes to
> removed the old code blocks, the // { modified by as the svn history will be
> record all this.  With this minor clean up the changes are merged and
> checked into OSG-svn/trunk.  I have refrained from merging with the OSG-3.2
> branch as I'd prefer not to take extra risk on branch that will be exposed
> to less immediate testing.
>
> Cheers,
> Robert.
>
> Robert.
>
> On 1 April 2015 at 13:17, Giampaolo ViganĂ²
> <[email protected]> wrote:
>>
>> Hi,
>>
>> you can find in the attached ZIP archive a fix for 3ds plugin
>> transparent/diffuse textures and opacity maps and the support for reflection
>> map (see examples within the PDF document in the attached zip archive).
>> I included in the ZIP both the whole source file ReaderWriter3DS.cpp and
>> the patch file related to the 3.3.6 developer version (even if I am using
>> Windows I saved the file with UNIX line endings to keep the same original
>> format of OSG original source files).
>> I started from the 3ds plugin code from the 3.3.6 developer version
>> (WriterNodeVisitor.h/.cpp and ReaderWriter3DS.cpp) and I made my changes to
>> that code (anyway this fix should work also for the 3.2.1 version).
>> I marked the modified sections in my way "//{ ... //}", feel free to
>> change/reformat them.
>> I am using this fixed 3ds plugin within OSG 3.2.1.
>> I added the reflection map adapting some code from the FBX plugin. Also
>> the UV scaling was missing, so I added it to both diffuse and opacity maps
>> (anyway UV offset and rotation are not yet supported).
>> The only way I found to make opacity maps work with my models was to use a
>> different texture combiner (anyway I left the original code commented with
>> "/* ... */").
>>
>> Giampaolo
>>
>>
>>
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