Hi Robert, Of course, my goal is to work on the 3DS reader/writer without loosing functionality. Actually, I simply tried to replace the "old" lib3DS with the new one... and it was very straightforward: some calls were renamed, some others changed a bit... Anyway I could load my 3DS models exactly the same way I did before. I could even remove a tiny limitation (meshes were taversed by name, which can be dangerous if two identical names exist. That should not, but now it's okay). Everything worked like a charm! I guess some testing would be a good idea, but it seems there was no functionality loss. Side note: I had a few compilation errors using VC9 in the lib3DS, because of implicit conversions from void* to SomethingElse*. I made those conversions explicit and gave the fix to the lib3DS patches tracker.
About linking, I guess putting lib3DS as a static library could be a good idea, even if my testing was with direct inclusion of source files. I'll work on it and submit VC (8? 9?) binaries I guess... or may I keep the files as they are in a first time? About the writer, well, we have some customers with old software... Moreover they're absolutely not 3D/vis/sim-oriented, so there are few supported formats. I agree 3DS is very poor, but it is a non-flexible format (as some XML-based formats could be); and as a non-flexible format it can be loaded exactly the same way on various (old) software. What kind of output format would you use else? Collada? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ----- Mail Original ----- De: "Robert Osfield" <robert.osfi...@gmail.com> À: "OpenSceneGraph Users" <osg-users@lists.openscenegraph.org> Envoyé: Jeudi 20 Août 2009 17h12:25 GMT +01:00 Amsterdam / Berlin / Berne / Rome / Stockholm / Vienne Objet: Re: [osg-users] 3DS loader revisited? Hi Sukender, On Thu, Aug 20, 2009 at 3:57 PM, Sukender<suky0...@free.fr> wrote: > Good news! I've sync'd the 3DS reader with lib3DS 2.0.0-rc1 (well, I need to > modify the CMakeList now). I'm not 100% sure that the one I used ( > http://www.lib3ds.org/ ) is the same as the one used in OSG... Am I wrong ? > If not, is it a problem ? I believe it's probaby the same lib3ds, it's quite a few years since I reviewed the original source though. You should be able to spot similarities with the existing code base. Just adopting lib3ds won't carry the modifications that have been made by members of the OSG community so support reading for istreams etc, so I don't think a straight adoption of lib3ds will be possible without modifications of lib3ds or our plugin. I'm opposed to adopting any new code that drops existing functionality, the existing functionality is being actively used by members of the community. While 3ds write hasn't been up to now a requirement. > Should the lib3DS files be in osgPlugins/3ds, or osgPlugins/3ds/lib3DS, or > simply oustide as an external dependency to make sync easier? I've original put lib3ds into the 3ds plugin directory just to enable easy build for OSG users. These days with CMake building against 3rd party dependencies is less onerous, so potentially would could spin it out. The bottom line is the ability to support all that is supported by the existing plugin. > Once cleaned and submitted, I'll work on the 3DS writer, as told in another > thread. So are you porting the existing plugin across to use the external lib3ds, writing a new plugin from scratch, adapting the new lib3ds to be closer to what we have? I'm curious as to why writing to .3ds is a goal, as a exchange format it's pretty poor. Robert. _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org