Hi Julien,

I have begun my old build tests and have merged master into osganimation
branch and checked this in, and then fixed the build problems when
compiling with OSG_USE_REF_PTR_IMPLICIT_OUTPUT_CONVERSION set to OFF.
These changes are all checked into the osganimation branch.

I have begun looking at source code and find the style used a bit awkward
and rather different from the rest of the OSG.  I know this will have been
partly been down to what it's been like prior to your changes.  I don't
find the style used for spacing and indentation helps readability - there
are some very odd choices where therearenowspacesbetweenstuff and then
bits     that have     an        odd     segments of     code       where
the spacing     is        very      spacious for     no apparent
reason.

I don't know how practical it is for me to go through all osg osgAnimation
and headers to fix things.  In the past I have used code beutifiers with
varying success.  Perhaps there are modern tools now that can do a better
job and worth trying out.  I welcome suggestions on what tools there might
be.  What I'd like to arrive at is an osgAnimation headers and source that
look like the rest of the OSG.


On 27 October 2017 at 14:27, Julien Valentin <julienvalenti...@gmail.com>
wrote:

> Hi Robert
> I just did a commit of my experimental useless bone removal method.
>

There is a conflict on this change that github is reporting:

   https://github.com/openscenegraph/OpenSceneGraph/pull/374

Thoughts?


> So long so far I didn't have any issue with my Blender test models (which
> represent a "outnumbered sample" of 2 models...one with ik the other with
> morphtarget)
> However, I didn't have any feedback from the community or original
> maintainer so I can't certificate it 100% bugfree.
>
> From my point of view, I achieve to do whadIwannado with it (MDI crowd) so
> I'm quite satisfied with the current version and would vote for merging,
> but it's just one perspective among other ...
>

OK.  So we are now at a point where we need wider testing.

Personally I have not been a serious user of osgAnimation so haven't got
much experience or test cases to draw from so need yourself and the rest of
the community to hammer it hard.

Robert.
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