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From: Braden M. <br...@en...> - 2010-05-02 04:56:16
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On Fri, 2010-04-30 at 16:10 +0200, Christian Lang wrote:
> > > > What do you have OPENVRML_NODE_PATH set to?
> > > >
> > > to [blabla]\openvrml-0.18.5\openvrml-0.18.5\src\node
> >
> > That's probably not correct. It needs to be set to where the DLL
> > modules are located (i.e., vrml97.dll, x3d-core.dll, etc.).
>
> Yep, that was the problem. But for the sake of completeness:
>
> > Hm... Any chance you could use the debugger to check the value of the
> > "urn" variable right before this happens? (In the
> > openvrml::local::component::add_scope_entry function.)
>
> It seems to be:
>
> 0x00e5d000 "urn:X-openvrml:node:Anchor"
>
> and it points to:
>
> 117 'u'
>
> But with the correct setting of OPENVRML_NODE_PATH this does not occur
> any more.
> By the way, this (the setting of OPENVRML_NODE_PATH) is a point missing
> on the wiki page.
Yup, I thought that would be it.
And you're right... the correct setting for OPENVRML_{NODE,SCRIPT}_PATH
could be made clearer to Visual Studio users. I'll put this on the Wiki
page, and possibly augment README as well.
> > It sounds like there's probably something wrong with the program you're
> > using to unpack the tarball. Make sure the program supports the tar pax
> > format.
>
> I used 7zip for that, but i will use the svn sources from now on.
Then also note
http://svn.openvrml.org/svnroot/openvrml/tags
... where you'll find the tagged releases that correspond to release
tarballs.
The pax format has been around for a while and is well supported on
POSIXy systems. It's a little surprising that a modern tool wouldn't
work with it. (Note that I started using this format precisely to
support the path lengths in the openvrml tarball.) You might want to
try something like WinZip; at the very least, I'm sure that GNU tar
(which you could get with Cygwin) would work.
But if you're comfortable using svn, that's just fine, too.
> Now it seems to work so far (my world loads), but with the svn sources i
> get some errors in the output about some "incorrect handle"s.
This isn't ringing any bells for me. Can you provide more details?
> By the way, is there already a implemented way to rotate the world
> around another point than the centre?
No. But a patch to implement this per the X3D
Viewpoint.centerOfRotation field would be welcome.
--
Braden McDaniel <br...@en...>
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