Re: import formats
Andreas Umbach <[email protected]> Sat, 28 Jan 2006 03:47:23 -0800
| Newsgroups | gmane.games.devel.opengl |
|---|---|
| Organization | Fat City Network Services, San Diego, California |
| Message-ID | <[email protected]> |
On 1/27/06, Bram Biesbrouck <[email protected]> wrote: > > Hi all, > > I don't know if this is a stupid question, but can someone present me the > options to importing a mesh in an openGL-program, that was created with a > modeler program like Blender (Linux)? > ... > These projects seem to be very stand-alone and experimental though. What's > the > standard or conventional way to do this? I believe the "standard" and probably best way is to a) come up with your own model format that exactly fits your engine's needs and b) write your own export plugin for your modeller of choice (Blender, Max, Maya, whatever) That way you don't have to parse stuff you don't want to, and get exactly what you want (thus also minimizing load times). You can even compute stuff like adjacency information (useful e.g. for shadow volume generation) and store it in the model (size vs. runtime trade-off). - Andreas