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/

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=55126#55126





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