On 2-Feb-07, at 8:23 PM, joe at strout dot net wrote:
On Feb 02, 2007, at 23:59 UTC, Frank Condello wrote:
No offense, but RB3D bugs happen a lot (Quesa included). Simple
things get overlooked, and take forever to improve - Trimesh.Handle
was an obvious oversight, and would be what, a 3 second job?
No, Frank, it wouldn't. A 30-minute job, maybe, for someone already
familiar with the plugin. For somebody who has to first learn their
way around the plugin, maybe an hour or two. Still well worth it,
most
likely, but exaggerating the simplicity of a task and denigrating
their
efforts doesn't help.
OK, 3 seconds was a tad sarcastic, but exaggerating the difficulty
doesn't help either. Seriously, I know the Quesa API and if the
plugin doesn't cache the handle (and keep it handy) then it's got way
more problems than I thought! But you've seen the code and I haven't
so I'll take your word for it...
So sorry, no more testing and bug reports from me...
OK, then no more complaints either I hope. Complaints backed up by
feedback through the proper channels can be helpful and productive.
But otherwise, it's just grousing and a waste of everyone's time.
If anyone wasted their time reading this it's their own dang fault ;)
You're right though - and I'm done complaining. To set things
straight I've "unwatched" all my RB3D/Quesa requests/reports, and I
don't care if Quesa is/was/will be statically linked 'cause I no
longer use RB3D and therefore have nothing to complain about.
And just for the record, I've always gone through the proper
channels, I've even gone beyond the channels and submitted patches to
Quesa. RS engineers (including yourself way back when) have consulted
me on this topic a number of times but ya'll were free to take or
ignore my advice/criticisms back then, and are free to do the same now.
Frank.
<http://developer.chaoticbox.com/>
<http://macgameblog.com/>
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