<html><head></head><body><div>Hi Michalis,</div><div><br></div><div>On Sun, 2025-03-30 at 12:29 +0200, Michalis Kamburelis wrote:</div><blockquote type="cite" style="margin:0 0 0 .8ex; border-left:2px #729fcf solid;padding-left:1ex"><div>Hi,<br></div><div><br></div><div>I noticed 2 slight issues in manpages of fp-units-castle-game-engine<br></div><div>package, as seen on<br></div><div><a href="https://manpages.debian.org/testing/fp-units-castle-game-engine/index.html">https://manpages.debian.org/testing/fp-units-castle-game-engine/index.html</a><br></div><div>(I understand they correspond to castle-game-engine<br></div><div>7.0~alpha.3+dfsg2-3 ):<br></div></blockquote><blockquote type="cite" style="margin:0 0 0 .8ex; border-left:2px #729fcf solid;padding-left:1ex"><div><br></div><div>1. There's a manpage for sprite-sheet-to-x3d, but the tool<br></div><div>sprite-sheet-to-x3d should no longer be present in the engine.<br></div><div><br></div><div> In upstream, we have removed the tool in 2020, see<br></div><div><a href="https://castle-engine.io/wp/2020/11/28/new-comfortable-way-of-using-sprite-sheets-and-images-in-viewports/">https://castle-engine.io/wp/2020/11/28/new-comfortable-way-of-using-sprite-sheets-and-images-in-viewports/</a><br></div><div>, this was before the Castle Game Engine 7.0-alpha.1 release.<br></div><div>The tool was made pointless by new developments:<br></div></blockquote><div>I see the page, but I think this is part of history.</div><div><br></div><div>I see that this fils was removed with 7.0~alpha.1</div><div><br></div><blockquote type="cite" style="margin:0 0 0 .8ex; border-left:2px #729fcf solid;padding-left:1ex"><div> - The sprite sheets can be used directly in the engine, loading<br></div><div>and displaying them using TCastleScene class. No need for conversion<br></div><div>tool like sprite-sheet-to-x3d . This is documented on<br></div><div><a href="https://castle-engine.io/castle-model-viewer">https://castle-engine.io/castle-model-viewer</a> .<br></div></blockquote><div>Which no longer exist.</div><blockquote type="cite" style="margin:0 0 0 .8ex; border-left:2px #729fcf solid;padding-left:1ex"><div><br></div><div> - If someone really wants to explicitly do the conversion sprite<br></div><div>sheet -> X3D (e.g. to use the resulting X3D file in another software<br></div><div>that can consume X3D, like X3DOM or X_ITE) then they can use our<br></div><div>regular conversion tools (GUI<br></div><div><a href="https://castle-engine.io/castle-model-viewer">https://castle-engine.io/castle-model-viewer</a> , command-line<br></div><div><a href="https://castle-engine.io/castle-model-converter">https://castle-engine.io/castle-model-converter</a> ). No need for a<br></div><div>specialized tool dealing only with sprite sheets -> X3D.<br></div></blockquote><div>Thank you for the information</div><blockquote type="cite" style="margin:0 0 0 .8ex; border-left:2px #729fcf solid;padding-left:1ex"><div><br></div><div>2. The manpage for castle-curves (<br></div><div><a href="https://manpages.debian.org/testing/fp-units-castle-game-engine/castle-curves.1.en.html">https://manpages.debian.org/testing/fp-units-castle-game-engine/castle-curves.1.en.html</a><br></div><div>) looks a bit weird, because initial log messages were used by<br></div><div>help2man, it seems.<br></div><div><br></div><div> So the page says "LOG" at the top and description is weird:<br></div><div><br></div><div> """<br></div><div> Log for "castle-curves".<br></div><div><br></div><div> Version: 2.0.0. Started on 2024-03-13 at 21:56:34. Castle Game<br></div><div>Engine version: 7.0-alpha.2. Compiled with FPC 3.2.2. Platform:<br></div><div>Desktop, OS: Linux, CPU: x86_64 (this exe is using 64-bit<br></div><div>architecture).<br></div><div><br></div><div> ZLib detected (version 1.3). LibPng detected (version 1.6.43).<br></div><div>OpenAL library not found castle-curves: create and edit curves for<br></div><div>Castle Game Engine.<br></div><div> """<br></div><div><br></div><div> I fixed this upstream by this:<br></div><div><a href="https://github.com/castle-engine/castle-engine/commit/669f9b21a42c5903440a922a0430c472b4a55ba8">https://github.com/castle-engine/castle-engine/commit/669f9b21a42c5903440a922a0430c472b4a55ba8</a><br></div><div>. Up to you whether you decide to backport this to Debian's current<br></div><div>package or just wait for it to be included along with packaging the<br></div><div>next upstream release, which should be somewhere soon (~1 month I<br></div><div>hope). (From my upstream POV, it's definitely not a critical issue,<br></div><div>esp. as castle-curves is a not a very important tool in the engine.)</div></blockquote><div>I'll upload a new version with this patch.</div><div style="caret-color: rgb(46, 52, 54); color: rgb(46, 52, 54); font-family: Cantarell; font-size: 14.666667px; font-style: normal; font-variant-caps: normal; font-weight: 400; letter-spacing: normal; orphans: auto; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: auto; word-spacing: 0px; -webkit-tap-highlight-color: rgba(0, 0, 0, 0.4); -webkit-text-stroke-width: 0px; text-decoration: none;"><span><pre>-- <br></pre><pre>Cheers,
Abou Al Montacir</pre></span></div><blockquote type="cite" style="margin:0 0 0 .8ex; border-left:2px #729fcf solid;padding-left:1ex"></blockquote></body></html>