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.
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