> I'll see if they can also give it a whirl for you.

That's probably not necessary. If you and I each do our best to test the 
platforms we have access to that should be enough. If someone's having a 
problem on a different platform they can contribute a patch.

> I think the daeRMaterial that I had to add the uriToNative may need some 
> looking at to see if it's not needed.

I'm pretty sure we need uriToNativePath in this case. We're talking about 
loading texture images referenced via the <image><init_from> element right? 
<image><init_from> is a URI, so you'll need to convert it to a file path if you 
want to load it as a file from disk.

I was just saying writing a document with an OS file path containing spaces or 
whatever should work fine, since the DAE class methods pass all document names 
through nativePathToUri first.

Steve


Garrett Potts wrote:
> Hello Steve:
>
> Thank you for the comments.  I'll pound the ingest side of things as  
> much as I can.  I will start windows build this week after I finish  
> some OSG 2.4 upgrades on MAC and test the dae some more.  I don't have  
> any other OS's than that at my disposal.  I do know some who use  
> SUSE.  I'll see if they can also give it a whirl for you.
>
> I think the daeRMaterial that I had to add the uriToNative may need  
> some looking at to see if it's not needed.  The way it's currently  
> done I had to add it in there for files that contained spaces had the  
> %20 in them and was being sent to the osg:readImage .  For the port I  
> used y'alls documentation for porting and did a one-to-one translation  
> and it worked great.
>
>
> Take care
>
>
> Garrett
>
> On Apr 29, 2008, at 3:17 PM, [EMAIL PROTECTED] wrote:
>
>   
>>> I have not tested writing so we may have to add a nativeToUri  
>>> utility call( found in daeUtil.h) for encoding to a URI any files  
>>> with spaces and special symbols.
>>>       
>> In DOM 2.0 the DAE methods that work with document names (like  
>> DAE::open/load, DAE::write/save, etc) work with file paths just  
>> fine. They're converted to URIs internally using the nativePathToUri  
>> function. It's when you're working specifically with URIs (in the  
>> DOM this is usually done via the daeURI class) that you need to  
>> worry about file path <--> URI conversion.
>>
>>     
>>> The testing stage for the modification is in it's infancy and needs  
>>> more testing before we can probably say its valid.
>>>       
>> My intent was to do testing to make sure the plugin at least runs on  
>> a few different platforms: Windows XP, Mac OS X, and Ubuntu, since  
>> that's what I have easy access to. I don't have a plan in place for  
>> testing the actual features of the plugin though.
>>
>>     
>>> I'll build for the MAC.  Do you know if there is support to build  
>>> universal.  Right now I build on a ppc and then the intel then I  
>>> lipo them together.
>>>       
>> Yes, building a Mac universal binary is easy: just add "arch='x86  
>> ppc'" to the make command line. More info in the DOM's make build  
>> readme: 
>> http://collada-dom.svn.sourceforge.net/viewvc/collada-dom/trunk/dom/make/readme?view=markup
>>
>> Steve
>>
>>
>> Garrett Potts wrote:
>>     
>>> Hello Steve:
>>>
>>> Glad I can help some :).
>>>
>>> I plan on doing the windows build as well but have only done the MAC.
>>> I have also only tested with a few Google Collada models so I don't
>>> think I hit everything.  Would need others to pound it to see if we
>>> missed anything.  For instance,  the texture material load requires  
>>> us
>>> to now unencode a uri to a local native name and I am not sure if  
>>> that
>>> is used in other parts of the dae plugin.  I have not tested writing
>>> so we may have to add a nativeToUri utility call( found in daeUtil.h)
>>> for encoding to a URI any files with spaces and special symbols.
>>>
>>> In the reader I saw some conditionals for WIN32.  I only made mods to
>>> what I could test here.  The testing stage for the modification is in
>>> it's infancy and needs more testing before we can probably say its
>>> valid.
>>>
>>> The tgz file I sent to the submissions is the modifications I have so
>>> far and it for the ingest testing for some of the dae models in  
>>> google
>>> seems to work and I have not seen any anomalies yet.
>>>
>>>
>>> Let me know when the DOM 21 is tagged.  I'll build for the MAC.  Do
>>> you know if there is support to build universal.  Right now I build  
>>> on
>>> a ppc and then the intel then I lipo them together.
>>>
>>>
>>> Take care
>>>
>>> Garrett
>>>
>>> On Apr 29, 2008, at 2:20 PM, [EMAIL PROTECTED]  
>>> wrote:
>>>
>>>
>>>       
>>>> Hey Garrett, thanks a ton for this work. I'd been planning to bring
>>>> OSG
>>>> up to DOM 2.0 myself at some point, but it looks like that's taken
>>>> care
>>>> of with your patch. Thanks!
>>>>
>>>> Does your patch bring platforms other than Mac up to DOM 2.0 also? I
>>>> vaguely recall that the OSG Collada plugin had different build  
>>>> setups
>>>> for different platforms, so there might be multiple places where
>>>> changes
>>>> need to be made to get all the platforms up to DOM 2.0.
>>>>
>>>> One other thing. Due to some problems that were discovered in DOM  
>>>> 2.0
>>>> I'm doing a 2.1 release sometime in the next few days. This release
>>>> doesn't contain any breaking changes, so I think all we'll need to
>>>> do is
>>>> update the DOM lib name to '21' instead of '20'.
>>>>
>>>> Steve
>>>>
>>>> Garrett Potts wrote:
>>>>
>>>>         
>>>>> Hello Robert:
>>>>>
>>>>> I wanted to tar up the dae and call it maybe dae2 for the collada  
>>>>> 2.0
>>>>> tag release they have.  Do you want me to send to you or send to  
>>>>> the
>>>>> osg-submissions?
>>>>>
>>>>>
>>>>> Take care
>>>>>
>>>>> Garrett
>>>>>
>>>>> _______________________________________________
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>>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>>>
>>>>>
>>>>>
>>>>>           
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