On Thu, Feb 26, 2015 at 7:19 PM, Cedric BAIL <cedric.b...@free.fr> wrote:

> On Thu, Feb 26, 2015 at 11:19 AM, Tom Hacohen <tom.haco...@samsung.com>
> wrote:
> > On 25/02/15 14:52, Cedric BAIL wrote:
> >> On Mon, Feb 23, 2015 at 5:41 PM, Tom Hacohen <tom.haco...@samsung.com>
> wrote:
> >>> On 23/02/15 16:27, Cedric BAIL wrote:
> >>>> On Mon, Feb 23, 2015 at 4:56 PM, Daniel Kolesa <dan...@octaforge.org>
> wrote:
> >>>>> On Mon, Feb 23, 2015 at 3:55 PM, Daniel Kolesa <dan...@octaforge.org>
> wrote:
> >>>>>> On Mon, Feb 23, 2015 at 3:50 PM, Oleksandr Shcherbina <
> >>>>>> o.shcherb...@samsung.com> wrote:
> >>>>>>>      Sorry guys,
> >>>>>>>
> >>>>>>>      capital letters will be changed asap.
> >>>>>>>
> >>>>>>>      Also we plan reduce quality of resources.
> >>>>>>>
> >>>>>>>      It example useful for testing, because gathers features
> together.
> >>>>>>>
> >>>>>>>      Can you advice acceptable size for 3d models and images for
> textures?
> >>>>>>>
> >>>>>>
> >>>>>> 256x256 for this kind of stuff at most (everything above that is an
> >>>>>> overkill; i believe in most cases even 128x128 would do). Fix up
> the names
> >>>>>> and paths (all lowercase, no spaces). Keep all textures with
> power-of-two
> >>>>>> sizes (32, 64, 128 etc) so that mipmapping behaves correctly (and
> so that
> >>>>>> the examples work with all versions of opengl and with all supported
> >>>>>> hardware). As for the models, you can probably dramatically reduce
> >>>>>> polycount on everything (and scale down the skins). Make sure the
> assets
> >>>>>> dir stays small, 50MB is really bad.
> >>>>
> >>>> I think the requirement on being power-of-two is irrelevant in the
> >>>> case of Evas as we should be using Evas_GL_Image which already does
> >>>> automatic packing into an atlas with the right size for us (Otherwise
> >>>> we would have trouble with all the other image we load for widgets).
> >>>> As for size, I agree 256x256 should be enough for this example and I
> >>>> should start paying attention to file size...
> >>>>
> >>>>> And yeah, as Tom said, this would best go into a separate
> repository. We
> >>>>> don't really want this kind of stuff in efl.git.
> >>>>
> >>>> This I disagree. I think this is not orthogonal to efl. We are pushing
> >>>> a 3d and a vector scenegraph in efl to use it for widget and
> >>>> application. Showing how to use that infrastructure does make sense.
> >>>>
> >>>> Same actually goes with exactness data, as we are doing a graphical
> >>>> toolkit and we don't have visual test in our make check. It's just a
> >>>> shame and a bad excuse for not having it. If you really want that out
> >>>> of the main git, I guess we could use some submodule and force make
> >>>> check/examples to pull that part if necessary, but that doesn't feel
> >>>> reliable at all.
> >>>
> >>> Submodules, as I've suggested a million times before. That's the only
> >>> sane way of doing it.
> >>
> >> submodule only bring pain and agony to its users last time I tested
> >> them. And the web is still full of complains so nothing did change
> >> there, but you are welcome to enlighten me on how great they are.
> >
> > submodule are quite easy to use, but yeah, I guess they are a bit
> > annoying for noobs. Luckily, we are not going to use them for anything
> > that matters for the non technical user, we are only going to use it for
> > external shit no one uses anyway.
>
> Seriously ? Either you never used submodule and are a complete
> ignorant, or you want to inflict pain on other and cripple EFL with
> problem. Everyone who used submodule will have lost commit, feel the
> pain of managing a branch or rebasing work while working with others.
> submodule is a sure recipe for poor quality delivered to user. Just
> use google to search about all the bad experience that come out of
> submodule (You don't even need to search for bad experience
> specifically, just google "git submodule" and you already have on the
> first page web page that explain why you should not use them...).
>

I've used submodules successfully for similar purposes. Stop saying
bullshit. They work just fine for this kind of stuff - people get problems
when they use them wrong (for example when subtree should've been used
instead); for an optional repo (and examples ARE optional) it's perfectly
fine and easy to manage.


>
> So what is your strategy to still deliver a good experience to
> developers ? You know we are lacking in documentation/tests and you
> are still insisting on making life harder for those trying to address
> the problem...
>
> > The examples will still be available as another repo too, so if someone
> > really wants the examples and is struggling, he can just get it directly.
> > Again, we are not talking about submodules for core, we are talking
> > about submodules for useless shit that's polluting our repos.
>
> With your definition of shit, it is going to vary from person to
> person I guess. We moved to a single tree for the unique reason of
> having one single synchronized release source. submodule is going to
> break that for sure. And if testing the graphical result of EFL is
> shit for you, let me say I kindly disagree with your wording. Same
> goes with examples. The people who download EFL source are likely be
> interested by a proper documentation and good examples that showcase
> our technology seems like a must.
> --
> Cedric BAIL
>
>
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