Re: Beginning to extend csVariantType

Andrei Bârsan <[email protected]>
Newsgroups gmane.comp.graphics.crystalspace.devel
Message-ID <[email protected]>
On 19.05.2012 17:20, res wrote:
> Of course. I've added you as a developer. -f.r. 

Thanks! It seems to be working now. Uploading to sourceforge is 
painfully slow, though... (1.5kb/s on average ._.)

On 19.05.2012 17:44, Christian Van Brussel wrote:
>> However, in the csVariantType enum, there are a few items that seem to
>> be missing from the new version on the wiki:
>> CSVAR_CMD
>> CSVAR_VFSPATH
>> CSVAR_MATRIX3
> CMD has always looked redundant versus the boolean type. It can probably
> be removed.
>
> VFSPATH is no more needed since this has became now a constraint to be
> applied on a string.
>
> MATRIX3 can be interessant if we want to represent something else than
> rotations (that can be represented through quaternions). Same goes for
> MATRIX4 (that can be a quaternion + a vector). Any opinions?
>
>> Also, what do you thing would be the best option regarding the numeric
>> types - should we have a type for each one INT32, UINT32, INT64 etc.?
> This is still not obvious to me what would be the best here. Maybe you can
> start with a single 'INT' type, then we'll extend that if it appears not
> sufficient enough.
Yes, I wasn't exactly up to date as to where that CMD type was actually 
being used. Okay, I'll just take it out, then. VFSpath, too.

As for the matrices, I don't really know what to say... Couldn't 
rotations technically just be represented as csTransform types?

Okay, I'll just leave all numbers to be either INT (32-bit) or FLOATS. 
The rest of the things could probably just work as constraints. As for 
the storage/ precision limitations, I don't think they'll be too 
important now, in the beginning, right? Besides, extending it to more 
types would be quite easy.

Regards,
Andrei Bârsan

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