Hi, Sebastian,<br><br>I've got a problem. I can't create <bind_vertex_input> in <instance_material> with OpenCollada. I need this to make the connection between the <texture>’s texcoord attribute and the mesh’s texture coordinate array.<br>
<br>Chingiz<br><br><div class="gmail_quote">On Tue, Jun 9, 2009 at 10:32 PM, Sebastian <span dir="ltr"><<a href="mailto:sebastian@opencollada.org">sebastian@opencollada.org</a>></span> wrote:<br><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
Hi Arystan,<br>
<br>
thanks a lot for the bug report! We precompiled the regular expressions<br>
by intention to remove dependency to "pcre_compile" and to speed up<br>
overall processing time. I must admit that this sounds a little bit like<br>
an overkill but the code generation for XSD Schema automatically<br>
generates the statements.<br>
<br>
We have to check why the precompiled statements failed :(<br>
<br>
Sebastian<br>
<div class="im"><br>
<br>
Arystan Dyussenov wrote:<br>
> Hi, Sebastian,<br>
><br>
> I'm Arystan, Chingiz's elder brother. I'm helping him a bit with<br>
> OpenCollada studying. Recently we've stumbled upon a bug in OpenCollada.<br>
><br>
> The following code resulted in an empty URL on his Intel Celeron:<br>
><br>
> COLLADABU::URI(COLLADABU::Utils::EMPTY_STRING, "#id")<br>
><br>
> On my AMD Athlon 64 however it worked ok. We're both using Linux.<br>
> Debugging revealed that regexp matcher didn't accept a correct URI<br>
> ("#something") on his computer. The problem turned out to be in compiled<br>
> regexps.<br>
><br>
> I'm attaching the diff of the fix, regexps are now compiled on runtime<br>
> only once on demand. Although correctness of regexps needs to be checked.<br>
><br>
> Arystan<br>
><br>
> On Sun, May 24, 2009 at 10:40 PM, Sebastian <<a href="mailto:sebastian@opencollada.org">sebastian@opencollada.org</a><br>
</div><div class="im">> <mailto:<a href="mailto:sebastian@opencollada.org">sebastian@opencollada.org</a>>> wrote:<br>
><br>
> Great to hear about that! The most complete examples are the 3ds Max and<br>
> Maya converters itself, though they might be difficult in some areas as<br>
> they use the specific max/maya APIs, too.<br>
><br>
> I already started (in my spare time) a native c++ Importer/Exporter for<br>
> Blender. I liked the performance of the native VRML/STL/DXF<br>
> importer/exporter that are available at<br>
> <a href="https://svn.blender.org/svnroot/bf-blender/trunk/blender/source/blender/blenkernel/intern/exotic.c" target="_blank">https://svn.blender.org/svnroot/bf-blender/trunk/blender/source/blender/blenkernel/intern/exotic.c</a><br>
><br>
> They fit in perfectly while implementing a sax based importer or a<br>
> stream based exporter.<br>
><br>
> If you have any specific questions don't hesitate to contact me, i'm<br>
> happy to support you.<br>
><br>
> Sebastian<br>
><br>
><br>
> Chingiz Dyussenov wrote:<br>
> > Thanks, Sebastian.<br>
> ><br>
> > I am interested. I was just going to start coding, so switching to<br>
> > OpenCollada is ok. I'll use Ogre example to learn how to do<br>
> things with<br>
> > OpenCollada. If there are other free examples, please share.<br>
> ><br>
> > Chingiz<br>
> ><br>
> ><br>
> ><br>
> ------------------------------------------------------------------------<br>
> ><br>
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