RE: [Plib-devel] Model Formats
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From: Dave M. <dp...@ef...> - 2000-07-05 06:33:12
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> Dave McClurg wrote: > > > > Steve wrote: > > > Annoyingly, the current need is to be able to import models built > > > in Blender - this would be very useful for the guys who want to > > > build models for TuxKart under Linux. > > > > > > The snag appears to be (although I'm not a blender expert) that it > > > only exports DXF (no texture - yuk!) and VRML (not supported under > > > PLIB - ack!) > > > > > Interesting... I wanted to do a "#VRML V1.0 ascii" loader for > PLIB a while > > back with the specific goal of importing models created in blender. > > End-users can grab a free copy of blender and create models for > our games. > > If that makes sense to you as well, I'll put some work into it > and see what > > happens. > > Yes - that would be very useful. I wonder what kind of a subset > of VRML blender actually produces? A totally general VRML loader > is quite a big deal. > I grabbed the latest blender (version 1.8) and the tutor files. I exported the spider2 and teapot models as "wrl" files (VRML 1.0). I then built the "VRML 1.0 syntax checker" from the DIVE toolkit which syntax checks VRML 1.0 files. After a couple minor tweaks to the grammar for trailing commas and empty lists, the syntax checker successfully parsed spider2.wrl and teapot.wrl ! I looked at the wrl files and AFAICT adding semantic actions to the parser to capture the necessary information for SSG should be *very* do-able. Blender spits out Coordinate3 lists followed by an IndexedFaceList. Looks easy enough to follow and should work well with Mark's ssgVertexArray.cxx module. I think I now have a clear path now to adding a VRML 1.0 loader to SSG. I'll try to kick it out this week. -- Dave McClurg |