[Pkg-pascal-devel] Castle Game Engine 7.0-alpha.2, view3dscene 4.2.0 releases
Michalis Kamburelis
michalis.kambi at gmail.com
Wed Oct 26 01:52:44 BST 2022
Forgot to attach: error log from FreeWRL when reading
CADGeometryPROTO.wrl.gz (before fixing with backslashes).
śr., 26 paź 2022 o 01:50 Michalis Kamburelis
<michalis.kambi at gmail.com> napisał(a):
>
> In this case, the VRML file
> /usr/share/doc/whitedune-docs/docs/x3d/CADGeometryPROTO.wrl is really
> invalid.
>
> While I can imagine how to "tolerate" such files, but it would be
> quite a hack in CGE (tovrmlx3d just uses Castle Game Engine to read
> X3D). We would effectively guess too much "what was the intention of
> the author of this VRML file". I would need to encode that, where a
> single string is expected in VRML, we allow a sequence of "string +
> (identifier + string)*" and we just glue them all together, assuming
> that it's actually one long string but someone forgot backslashes.
> That's too much guessing, and too big hack, just to support a single
> invalid file :)
>
> I wanted to look at what others do:
>
> - FreeWRL: https://freewrl.sourceforge.io/ (4.0) also fails to read
> it. Adding backslashes, as I suggested above, makes FreeWRL also read
> it OK. So basically FreeWRL behaves the same as
> view3dscene/tovrmlx3d/CGE in this case. And it's a completely
> independent codebase to read VRML/X3D files.
>
> - I wanted to test whitedune itself, alas it fails for me with a
> SEGFAULT now (just running it without any parameters makes a
> SEGFAULT). Tested on Debian (whitedune 0.30.10-2.2) and another
> machine with Ubuntu (whitedune 0.30.10-2.2build1).
>
> The part of the CADGeometryPROTO.wrl file that misses backslashes
> contains a shader code inside a VRML string. While this is a comment
> for shader (GLSL), but first the VRML browser must read the string
> with shader code, and the "Script.url" must contain something that can
> be parsed.
>
> All in all, we cannot easily ignore this problem on tovrmlx3d side --
> it would be a too big hack, just for this file. And I have yet to see
> any VRML browser that actually opens this file :)
>
> My suggestion would be to:
>
> - Report this to whitedune-docs, as error in
> /usr/share/doc/whitedune-docs/docs/x3d/CADGeometryPROTO.wrl.gz
>
> - While you're at this, check can you run whitedune at all. If it
> SEGFAULTs for others, then this is likely even more critical bug we
> should submit to whitedune package.
>
> - In view3dscene: either stop testing on whitedune-docs, or at least
> omit this particular faulty file CADGeometryPROTO.wrl.gz .
>
> - If you're looking for files to test, we maintain a big repository of
> test models on https://github.com/castle-engine/demo-models . All on
> open-source licenses. Though I understand you would want something
> that is already part of Debian.
>
> Regards,
> Michalis
>
>
> wt., 25 paź 2022 o 20:54 Paul Gevers <elbrus at debian.org> napisał(a):
> >
> > Hi
> >
> > On 25-10-2022 18:25, Abou Al Montacir wrote:
> > > Gi Michalis,
> > >
> > > On Mon, 2022-10-17 at 13:36 +0200, Michalis Kamburelis wrote:
> > >> The "true" above should be \"true\" , i.e. you need to escape the
> > >> double quotes with backslashes. Otherwise this is not valid VRML file.
> > >>
> > >> Once you do this, there's a similar case with "malloc" -> \"malloc\"
> > >> at line 201.
> > >>
> > >> And again "true" -> \"true\" at line 335.
> > >>
> > >> And again "malloc" -> \"malloc\" at line 382 (this look this block was
> > >> copy-pasted).
> > >>
> > >> After fixing 1 and 2, the output of "tovrmlx3d
> > >> ./CADGeometryPROTO.wrl..." is clean.
> > > While I don't understand why we need to escape quotes inside a comment
> > > line (but I don't now VTML at all), I fear this will not be possible as
> > > I can't change files belonging to other packages.
> > >
> > > Of course I can always open a ticket against whitedune-docs package and
> > > wait for it to be fixed, but you know sometimes this takes ages.
> >
> > Or we disable (that part of) the test suite? Or we search for a
> > different source of 3D files. I mean, we're not bound to whitedune-docs
> > in any way.
> >
> > > So if there is a patch to make tovrmlx3d support this or at least ignore
> > > it silently, we may be able to get view3dscene packaged.
> >
> > If Michalis says it's invalid VRML, I can see why he wouldn't want that.
> > If it's possible to clearly identify this as "user mistakes" than it
> > could be ignored, but I would expect it has to be escaped for a reason.
> > On the other hand, what they often say about internet daemons: be strict
> > in what you send, be forgiving in what you receive (concerning
> > protocol). I guess the same potentially could apply here.
> >
> > Paul
> > _______________________________________________
> > Pkg-pascal-devel mailing list
> > Pkg-pascal-devel at alioth-lists.debian.net
> > https://alioth-lists.debian.net/cgi-bin/mailman/listinfo/pkg-pascal-devel
-------------- next part --------------
ERROR:Expected "]" before end of MF-Value at: "true"
RenderedIQS.colorPerVertex = true;
// index is an array of quad indices. The ordering of
// the vertices is ccw (counter-clockwise..."ERROR: Expected a closing brace after fields of a node; at: "true"
RenderedIQS.colorPerVertex = true;
// index is an array of quad indices. The ordering of
// the vertices is ccw (counter-clockwise..."ERROR:Expected an X3D node in a DEF statement, got " at: "true"
RenderedIQS.colorPerVertex = true;
// index is an array of quad indices. The ordering of
// the vertices is ccw (counter-clockwise..."ERROR:Expected "]" before end of MF-Value; current token :true: at: ""
RenderedIQS.colorPerVertex = true;
// index is an array of quad indices. The ordering of
// the vertices is ccw (counter-clockwise).
..."lexer_operator: did not expect to find a text string - it is "true" - as I am looking for a '}'
ERROR: Expected a closing brace after fields of a node; at: ""
RenderedIQS.colorPerVertex = true;
// index is an array of quad indices. The ordering of
// the vertices is ccw (counter-clockwise).
..."ERROR:Expected an X3D node in a DEF statement, got " at: ""
RenderedIQS.colorPerVertex = true;
// index is an array of quad indices. The ordering of
// the vertices is ccw (counter-clockwise).
..."Expected } to end PROTO body! at: ""
RenderedIQS.colorPerVertex = true;
// index is an array of quad indices. The ordering of
// the vertices is ccw (counter-clockwise).
..."Parsing complete, but have unrecognized data at end of input:""
RenderedIQS.colorPerVertex = true;
// index is an array of quad indices. The ordering of
// the vertices is ccw (counter-clockwise).
// ensure legal index values
for (ii=0; ii <= in...."Parser Unsuccessfulcalling kill_javascript()
done kill_javascript
Ending texture load thread gracefully
finalizeRenderSceneUpdateScene
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