Re: [Algorithms] Colada experience (was Animation Export Problem)

Patrick Doane <[email protected]> Thu, 16 Mar 2006 15:48:33 -0600
Newsgroups gmane.games.devel.general
Message-ID <[email protected]>
We are using Collada on our current project.  The Maya exporter is
working great and the importer was straightforward to implement.

Collada accessors are flexible, but I wouldn't consider them to be
overkill.  They are comparable in expressiveness to vertex declarations.

Here is an example:

  <accessor source="#polySurfaceShape30-lib-Position-array" count="2864"
stride="3">
    <param name="X" type="float"/>
    <param name="Y" type="float"/>
    <param name="Z" type="float"/>
  </accessor>

The names are optional.  They just serve as useful documentation when
looking at the file.  You can't store a position in Z,Y,X order.

So basically, this just says:

  1. where to start reading
  2. how many positions to read
  3. what is the stride between positions
  4. positions are 3d


Jon Watte wrote:
> 
> 
> Richard Fabian wrote:
> 
>> How many of us are using colada?
> 
> 
> I looked at it, but it just looks too crazy. For example: All the
> business of defining procedural accessors for each component of a vertex
> array just seems like overkill. It's not like "vertex position" will
> actually be anything other than X,Y,Z... (with a possible fourth
> component if you're especially crafty).
> 
> And before the list admins berate me: check out the headers of this
> reply :-)
> 
> Cheers,
> 
>             / h+
> 
> 


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