Hi J-S, On Wed, May 6, 2009 at 2:39 PM, Jean-Sébastien Guay <jean-sebastien.g...@cm-labs.com> wrote: > Yeah, well now that you've committed an XML reader into osgDB for Present3d, > this should be less of a pain that it would have been before I guess... :-)
Boy you spot everything that come and goes :-) I was waiting to announce moving Present3D from it own repository into the core OSG once I had completed some more background work... but subversion tells all the details. I wrote the XML parser to remove the Present3D dependency on libxml2, it is just a days work, so it's very simple, but up to the needs of Present3D. The XML parser I wrote as it stands won't scale well to big source files yet, and it doesn't provide error checking, handling of different encodings etc, but it's a concrete start, it does show that the tasks of xml parsing needn't being hugely complicated. It should be possible to extend the parser code to scale up to the needs of other libs, and I'd suggest extend it on a need be basis. Something that I found interesting about the quick XML parser code was that being done in C++ it was much more convenient to use than libxml2, when I ported Present3D across from being libxml2 based to osgDB/XmlParser based the code ended smaller and more readable. > I imagine the hardest part would be to make sure it conforms to the spec. > Getting basic reading shouldn't be that hard. Though I'll let others more > familiar with it comment on this. Conforming to "Specs" is an issue, but I don't think it need be a big issue for reading as you can either read the data problem or you can't. Writing out con-formant .dae will be hard to police though. I guess we could use Collada DOM to test out the files for conformance during development and maintenance. > It would be a great new feature though, as the constant build problems with > the dependencies have always been what's kept me away from building the > COLLADA plugin, for one. I'm sure I'm not the only one. It would be great to > have this format "for free" (without any external dependencies) because I > expect it would be a good interchange format between modeling tools and OSG. > If animation could work too with osgAnimation that would be excellent. Getting COLLADA support out of the box would be great as right now everyone has to jump through hoops to get COLLADA support and this only reduces the number of end users that will be using COLLADA as an interchange format. So by being awkward to build and maintain builder code against the COLLADA DOM is harming it's cause as much as it is promoting it. Robert. _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org