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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