Hi,
I have some objections.
The textual format in my understanding is for portability and debugging.
Texture data can be saved as reference to a file, so textures are
included but not as a BLOB.
I simply do not like the idea of scrolling through a 100Mb textfile
looking for some stateset when there is "garbage" binary data
obfuscating the structure.
Why do you need to have the textures saved directly into the file?
Personally I prefer keeping references, this makes the data exchangeable.
If your problem stems from wanting a compact archive (i.e. single file)
containing a bigger data set, then use the archiving capabilities of OSG.
Nevertheless: As long as serializing into the text file stays strictly
optional I don't have real issues with it.
cheers
Sebastian
Hi guys,
some time ago I discoverd that inlining osg::Image data into the native
OpenSceneGraph serializer formats is possible for the binary format (OSGB),
only.
Now that we also need to support inling osg::Image data in the .osgt format, I
am curious to ask why this is currently not supported by the OSG?
As there is at least one Public Domain Base64 encoder/decoder available, one
might consider including that into OSG and using it to put the binary
osg::Image data into the osg-text stream.
Thoughts?
Best regards,
Johannes
------------------------
lightweight-replace-engine: A lightweight C++ template based text document
preprocessor - https://code.google.com/p/lightweight-replace-engine/
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=55126#55126
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