Thread: [Plib-devel] Model Formats
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From: Ben W. <be...@bg...> - 2000-07-04 14:05:27
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Hello everybody I was looking for a list of model formats that ssg can load. At one point Steve had mentioned that some new model type where added to the model loading functions but I was unable to find any type of list to say which ones. Thanks Ben |
From: Dave M. <dp...@ef...> - 2000-07-04 18:21:20
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here are the new loaders that were recently added to SSG: - with texture support ssgLoadASE.cxx -- 3dsmax ASE (ascii export) format ssgLoadOBJ.cxx -- wavefront OBJ format - geometry only ssgLoadDXF.cxx -- autodesk DXF ssgLoadTRI.cxx -- triangles format that matches AC3D triangle format here are the old loaders ssgLoad3ds.cxx -- Per Liedman's 3ds loader ssgLoadAC.cxx -- Steve Baker's AC loader ssgLoadSSG.cxx -- native SSG format ssgLoadVRML.cxx -- doesn't work yet > -----Original Message----- > From: pli...@li... > [mailto:pli...@li...]On Behalf Of Ben Woodhead > Sent: Tuesday, July 04, 2000 7:00 AM > To: pli...@li... > Subject: [Plib-devel] Model Formats > > > Hello everybody > > I was looking for a list of model formats that ssg can load. At one point > Steve had mentioned that some new model type where added to the model > loading functions but I was unable to find any type of list to say which > ones. > > Thanks Ben |
From: Steve B. <sjb...@ai...> - 2000-07-05 00:46:13
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Dave McClurg wrote: > > here are the new loaders that were recently added to SSG: > > - with texture support > > ssgLoadASE.cxx -- 3dsmax ASE (ascii export) format > ssgLoadOBJ.cxx -- wavefront OBJ format > > - geometry only > > ssgLoadDXF.cxx -- autodesk DXF > ssgLoadTRI.cxx -- triangles format that matches AC3D triangle format > > here are the old loaders > > ssgLoad3ds.cxx -- Per Liedman's 3ds loader > ssgLoadAC.cxx -- Steve Baker's AC loader > ssgLoadSSG.cxx -- native SSG format > > ssgLoadVRML.cxx -- doesn't work yet The AC3D and SSG loaders are not "old" - they work correctly and have texture support. -- Steve Baker HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://web2.airmail.net/sjbaker1 Projects : http://plib.sourceforge.net http://tuxaqfh.sourceforge.net http://tuxkart.sourceforge.net http://prettypoly.sourceforge.net |
From: Dave M. <dp...@ef...> - 2000-07-04 18:24:14
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regarding the bug in _ssgShareState() ... i can't reproduce the problem !?!? i am using the latest PLIB from CVS and tux_aqfh-1.0.10.tar.gz from the tux_aqfh website. then i commented back in the _ssgShareState() function //st = data -> st ; st = _ssgShareState ( data -> st ) ; and with new ssg lib and new relinked tux_aqfh, i have no problems. i even traced into the _ssgShareState() function and it seems to be working. This is under win32. perhaps i forgot what the bug was. didn't it crash tux_aqfh right away? thanks, -- Dave McClurg |
From: Steve B. <sjb...@ai...> - 2000-07-05 00:44:59
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Ben Woodhead wrote: > I was looking for a list of model formats that ssg can load. At one point > Steve had mentioned that some new model type where added to the model > loading functions but I was unable to find any type of list to say which > ones. So far: ASE SSG 3ds DXF TRI AC3D OBJ VRML Of these, I know that AC3D and SSG work well, I'm not so sure about the others because I don't use them much. Dave: Can you comment? -- Steve Baker HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://web2.airmail.net/sjbaker1 Projects : http://plib.sourceforge.net http://tuxaqfh.sourceforge.net http://tuxkart.sourceforge.net http://prettypoly.sourceforge.net |
From: Dave M. <dp...@ef...> - 2000-07-05 03:15:25
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Steve wrote: > The AC3D and SSG loaders are not "old" - they work correctly and have > texture support. I'm sorry Steve. Ben asked about "new" model loaders and I just wanted to categorize the loaders according to age. The AC3D and SSG loaders are the oldest and therefore the most stable and tested. > > I was looking for a list of model formats that ssg can load. At > one point > > Steve had mentioned that some new model type where added to the model > > loading functions but I was unable to find any type of list to say which > > ones. > > So far: > > ASE SSG 3ds DXF TRI AC3D OBJ VRML > > Of these, I know that AC3D and SSG work well, I'm not so sure > about the others because I don't use them much. > > Dave: > > Can you comment? > The TRI loader was just a quicky I did because it was easy. It is the same TRI format that AC3D uses. I think it comes from Wavefront. The 3ds loader was created by Per Liedman. It is a very important *binary* format. AFAIK, it works correctly and supports textures. Per? The DXF loader was adapted from John Burkardt's IVCON. With Wolfram Kuss' help I've updated it to support quads, polylines, and MxN polymeshes. It doesn't support textures, which are not in the DXF specification, but it is a widely supported format and a good way to import geometry into SSG. The ASE loader is the one I wrote and use. I have tested it and feel confident that it works correctly. It has texture support. I'm willing to help anyone use it or improve it. Any copy of MAX has the source code for the ASE export plugin. I'm working on adding animation support which will require new SSG entities. The OBJ loader was adapted from John Burkardt's IVCON. I added texture support after looking at how Andreas Umbach handled it in gltron. The Wavefront OBJ format is wonderfully simple and elegant. http://www.cica.indiana.edu/graphics/object_specs/OBJ.format.txt The "Nebula Device" project (http://www.radonlabs.de/) liked the OBJ format so much they extended it and use the "n3d" extension. But AFAICT, Wavefront OBJ lacks animation support. Otherwise, I would dump ASE and switch over to it. I hope to cleanup and improve the OBJ loader soon so it can import the object names and other things I missed the first time. Also, the exporter currently lacks texture support. Many of these loaders have an exporter. The exporter feature was mainly needed for PPE (pretty poly editor). If you want to *save* a scene graph, you should use ssgSaveSSG() which supports all the SSG entities. Otherwise, you'll lose information. Another *big* todo item is to add ssgIndexArray to the _ssgCreateFunc so it can support Mark's ssgVertexArray.cxx module. That would make large ASE models load and render faster since they are naturally in indexed array form. If someone has a specific use for an improved OBJ or ASE loader, please let me know. The added motivation always helps. --Dave McClurg |
From: Steve B. <sjb...@ai...> - 2000-07-05 03:46:39
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Dave McClurg wrote: > If someone has a specific use for an improved OBJ or ASE loader, > please let me know. The added motivation always helps. 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!) Another *cool* approach might be to write a blender plugin to link in PLIB and hence read/write SSG or any of the other formats we support. Seems like the Blender guys should be interested in that since they are short of file formats and we could get them a bunch in very short order. Does anyone out there know how to write blender plugins? -- Steve Baker HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://web2.airmail.net/sjbaker1 Projects : http://plib.sourceforge.net http://tuxaqfh.sourceforge.net http://tuxkart.sourceforge.net http://prettypoly.sourceforge.net |
From: Dave M. <dp...@ef...> - 2000-07-05 04:40:38
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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. Thanks, --Dave |
From: Steve B. <sjb...@ai...> - 2000-07-05 05:18:40
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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. -- Steve Baker HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://web2.airmail.net/sjbaker1 Projects : http://plib.sourceforge.net http://tuxaqfh.sourceforge.net http://tuxkart.sourceforge.net http://prettypoly.sourceforge.net |
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 |
From: Per L. <li...@ho...> - 2000-07-08 21:07:53
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On Wed, 05 Jul 2000, Dave McClurg wrote: > The 3ds loader was created by Per Liedman. It is a very important > *binary* format. AFAIK, it works correctly and supports textures. > Per? The last time I checked, which was some time ago, the loader worked, but it didn't seem to hard to find strange models that would cause somewhat awkward results...which is kind of disappointing, I must confess. I and Paolo Leoncini are discussing some changes to improve the performance. I also think Paolo has a more up to date opinion of how well the loader actually works. > Another *big* todo item is to add ssgIndexArray to the _ssgCreateFunc > so it can support Mark's ssgVertexArray.cxx module. That would > make large ASE models load and render faster since they are > naturally in indexed array form. I must have a look at this stuff, since it definitely sounds like something the 3ds-loader could use... Regards, Per Liedman -- / Per Liedman / li...@ho... / www.mdstud.chalmers.se/~md6pl / 031-825659 / 0705-520455 |