Hi Ulrich,

I agree putting serialization in the object breaks the reader/writer 
phylosophy. This is why the idea of Meta/Component/osg::KeyValue is nice. And I 
think this could be a few lines.

However I disagree with the "name collisions" problem: this should be an 
user-dependant implementation. Maybe some users won't care at all if names 
overlap? Core OSG may provide a few convenience features to help track 
duplicates, but not much more I think.

And what do you mean by "the problem with typing the contained data"?

Cheers,

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/

----- "Ulrich Hertlein" <[email protected]> a écrit :

> Hi Sukender,
> 
> On 29/10/09 3:38 PM, Sukender wrote:
> > And once again, don't you think supporting metadata ("Name, value")
> directly in the
> > osg::Object wouldn't be nice? Or could we code something like: "if
> UserData is an
> > osg::Object (or another given type), read from/write to file using
> > UserData->serialize()/unserialize()" in reader/writers?
> 
> Having the serialize/deserialize as part of the object isn't a good
> idea, because it 
> doesn't allow you to deal with different formats, such as .osg and
> .ive?  This must be 
> implemented in the respective plugin but for pure key/value pairs this
> could be added to 
> the .osg and .ive plugins.
> 
> How about having a osg::KeyValue object derived from osg::Referenced
> so that it can be 
> used as user-data?
> 
> That would also allow other plugins to return additional information,
> like an image loader 
> to pass additional information (like description, fps, colourspace,
> and such) back to the 
> application in a standard format.
> 
> On the other hand there is the problem with typing the contained data
> and name collisions...
> 
> Cheers,
> /ulrich
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