First of all, thanks for all these patches.
To answer the question of cantele:
cantele wrote:
What happened to this? Has some of it been integrated?
roarflolo wrote:
Using MultiThreaded DLL and MultiThreaded Debug DLL.
What's the advantage of doing that? It just creates a dependency to the C++ runtime libraries from Microsoft.
roarflolo wrote:
Output different files for Release build and Debug build to avoid issues when switching back and forth.
We had a discussion about that at this
thread.
roarflolo wrote:
Textures are converted to PNG and written to the output folder.
I can't see the the reason why this should be any advantage. Maybe we could add this optionally, but personally I would think integrating
DDS would make more sense. After doing that we could think about an automatical conversion to DDS. See also
this thread.
roarflolo wrote:
Output-paths for textures, materials and models can be specified on the command line.
That's something we want to integrate.
roarflolo wrote:
Color per vertex was added.
That may break the cache alignment of the vertex format. But that's something that should be discussed with 'marciano'.
roarflolo wrote:
'draw_always' property added to scene-nodes, currently set to true when 'skydome' is on the node-name.
That's something very specific. We could think about a configuration file where you can set some name mapping. But currently we don't think
about integrating that yet.
roarflolo wrote:
Materials write out texture repeat mode using the wrap_s property from the Collada file.
Material class is written as 'translucent' or 'opaque' depending on material effect transparency setting.
I posted a patch only integrating that to 'marciano' but we hadn't the time to integrate that yet.
roarflolo wrote:
Material class is written as 'skydome' for materials with 'skydome' in the name.
Again this is very specific.
roarflolo wrote:
Added geometry mirroring and node mirroring when node matrix determinant is negative. This duplicates the mesh and mirrors the matrix.
That's something we definitely want to integrate in the future.
roarflolo wrote:
Added a draw-always flag to nodes to avoid culling.
What's the reason for that?
roarflolo wrote:
Added Pre-Multiplied alpha blend mode (ONE,ONE_MINUS_SRC_ALPHA)
May be integrated.
roarflolo wrote:
Added functions setTransformRad() to use radians instead of angles.
Why? Converting is very trivial and the additional method is padding out the API needlessly I think.
roarflolo wrote:
GLFW as DLL.
Why?
roarflolo wrote:
Removing animation from nodes that do not move.
That's something I discussed with Nicolas yesterday. There may be some problems with that. But we will keep an eye on it and may integrate it in the future.
roarflolo wrote:
Added color to Overlay and to Text.
Haven't checked the solution proposed in the patch yet.
Although some of my comments may sound a bit negative, I want to aver that I'm really thankfull for sharing these patches!