[Pkg-pascal-devel] 2 notes about fp-units-castle-game-engine
Abou Al Montacir
abou.almontacir at sfr.fr
Mon Apr 7 19:28:17 BST 2025
Hi Michalis,
On Sun, 2025-03-30 at 12:29 +0200, Michalis Kamburelis wrote:
> Hi,
>
> I noticed 2 slight issues in manpages of fp-units-castle-game-engine
> package, as seen on
> https://manpages.debian.org/testing/fp-units-castle-game-engine/index.html
> (I understand they correspond to castle-game-engine
> 7.0~alpha.3+dfsg2-3 ):
>
> 1. There's a manpage for sprite-sheet-to-x3d, but the tool
> sprite-sheet-to-x3d should no longer be present in the engine.
>
> In upstream, we have removed the tool in 2020, see
> https://castle-engine.io/wp/2020/11/28/new-comfortable-way-of-using-sprite-sheets-and-images-in-viewports/
> , this was before the Castle Game Engine 7.0-alpha.1 release.
> The tool was made pointless by new developments:
I see the page, but I think this is part of history.
I see that this fils was removed with 7.0~alpha.1
> - The sprite sheets can be used directly in the engine, loading
> and displaying them using TCastleScene class. No need for conversion
> tool like sprite-sheet-to-x3d . This is documented on
> https://castle-engine.io/castle-model-viewer .
Which no longer exist.
>
> - If someone really wants to explicitly do the conversion sprite
> sheet -> X3D (e.g. to use the resulting X3D file in another software
> that can consume X3D, like X3DOM or X_ITE) then they can use our
> regular conversion tools (GUI
> https://castle-engine.io/castle-model-viewer , command-line
> https://castle-engine.io/castle-model-converter ). No need for a
> specialized tool dealing only with sprite sheets -> X3D.
Thank you for the information
>
> 2. The manpage for castle-curves (
> https://manpages.debian.org/testing/fp-units-castle-game-engine/castle-curves.1.en.html
> ) looks a bit weird, because initial log messages were used by
> help2man, it seems.
>
> So the page says "LOG" at the top and description is weird:
>
> """
> Log for "castle-curves".
>
> Version: 2.0.0. Started on 2024-03-13 at 21:56:34. Castle Game
> Engine version: 7.0-alpha.2. Compiled with FPC 3.2.2. Platform:
> Desktop, OS: Linux, CPU: x86_64 (this exe is using 64-bit
> architecture).
>
> ZLib detected (version 1.3). LibPng detected (version 1.6.43).
> OpenAL library not found castle-curves: create and edit curves for
> Castle Game Engine.
> """
>
> I fixed this upstream by this:
> https://github.com/castle-engine/castle-engine/commit/669f9b21a42c5903440a922a0430c472b4a55ba8
> . Up to you whether you decide to backport this to Debian's current
> package or just wait for it to be included along with packaging the
> next upstream release, which should be somewhere soon (~1 month I
> hope). (From my upstream POV, it's definitely not a critical issue,
> esp. as castle-curves is a not a very important tool in the engine.)
I'll upload a new version with this patch.
--
Cheers,
Abou Al Montacir
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