Re: [osg-users] Custom code in OSG core

2009-11-26 Thread Robert Osfield
Hi Sukender, So what you are after is a proxy Image class :-) One possible tweak would be to enable th OSG to carry osg::Image which have their FileName field set, but have their data set to null so they contain no data. This is the easy part as you can do this right now - the next bit is

Re: [osg-users] Custom code in OSG core

2009-11-26 Thread Jean-Sébastien Guay
Hi Robert, Sukender, The issue of proxy image is something that the osg::Texture's UnrefImageAfterApply could do with as it currently discards the whole osg::Image, so later on when you try to save the model there is no Image to provide the FileName to use to write to file you want to write

Re: [osg-users] Custom code in OSG core

2009-11-26 Thread Sukender
Hi Robert, hi all, Glad to see there's a half-solution. But I must admit I got more questions than before! I guess UnrefImageAfterApply won't be called if I don't even display the scene, so how will writers behave? If they try to read image data, that won't work of course. But will they

Re: [osg-users] Custom code in OSG core

2009-11-26 Thread Robert Osfield
Hi J-S, On Thu, Nov 26, 2009 at 2:09 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: An additional benefit would be when doing runtime creation/destruction of contexts. Right now, if you do that, you need to turn off unrefImageAfterApply, or else in the new contexts the textures

Re: [osg-users] Custom code in OSG core

2009-11-26 Thread Robert Osfield
Hi Sukender, I feel that just adding an flag into osg::Image or a callback to do the loading, would be better than requiring a whole new osg::Image subclass. This way osg::ImageStream would also benefit from the capability. The real question is how do to wire it all up? Do we just rely on user

Re: [osg-users] Custom code in OSG core

2009-11-26 Thread Sukender
Hi Robert, JS and all, Ok. So, I suggest: - Image::get/setProxyLoadCallback (but isn't it the same as subloadcallbacks??) - An option for readers to not load textures but define a callback instead - Calls to if (!data proxy) (*proxy)(); when accessing pixel data - Image::onApplied(), as

[osg-users] Custom code in OSG core

2009-11-25 Thread Sukender
Hi Robert, hi all, I'm trying to add custom code in some osg plugins (especially 3DS and FBX). I often have to write things like: ADD_DEFINITIONS(-DMY_CUSTOM_CODE) in CMakeLists.txt (or #define MY_CUSTOM_CODE) #ifdef MY_CUSTOM_CODE ... #endif - Can I submit such code (without the #define of

Re: [osg-users] Custom code in OSG core

2009-11-25 Thread Paul Martz
Hi -- I've generally found there is no need to put custom code in core OSG, as I can usually get by with callbacks and derived classes. Can you explain why those don't work for you? Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ http://www.skew-matrix.com/ +1 303 859 9466

Re: [osg-users] Custom code in OSG core

2009-11-25 Thread Robert Osfield
Hi Sukender, On Wed, Nov 25, 2009 at 2:26 PM, Sukender suky0...@free.fr wrote: I'm trying to add custom code in some osg plugins (especially 3DS and FBX). I often have to write things like: ADD_DEFINITIONS(-DMY_CUSTOM_CODE) in CMakeLists.txt (or #define MY_CUSTOM_CODE) #ifdef

Re: [osg-users] Custom code in OSG core

2009-11-25 Thread Sukender
Hi Robert and Paul, Oh, I'm sorry I shouldn't have written core OSG: it's maybe more in osg plugins I guess... I have to load huge models. By huge I mean a few thouthands triangles but GB of textures. Of course loading such a model simply leads to a std::bad_alloc. This is why I posted