Thread: Re: [Plib-devel] DXF load/save
Brought to you by:
sjbaker
From: Dave M. <dp...@ef...> - 2000-03-13 20:04:07
|
I commited Wavefront OBJ import/export functions to PLIB/SSG They only handle geometry right now If someone can give me to a texture mapped OBJ model, i'll work on adding the texture support |
From: Steve B. <sjb...@ai...> - 2000-03-18 21:21:30
|
Dave McClurg wrote: > I commited Wavefront OBJ import/export functions to PLIB/SSG > They only handle geometry right now > If someone can give me to a texture mapped OBJ model, i'll work on > adding the texture support Bill Weiland <bil...@ch...> said that he was working on an SSG loader that would be ready "probably within the next few weeks"...dunno what happened to that. Bill - are you listening? AFAIK, here is the current list of who is working on what loader/writer-wise: .ase : Author: Dave McClurg dp...@ef... IMPORT Status: 80% complete & functional EXPORT Status: complete Description: ASCII Export format of 3DSMAX. Todo: need to support mesh animations and sub materials fully but works well for most models Dave says: I am interested in writing a VRML 1.0 ascii loader if that makes sense. Anyone else actively working on VRML support? Does anyone have an issue with only supporting VRML 1.0 ascii ? ------------------------------------------------------------------------ .lwo: Leath Muller <le...@gb...> I am going to write a file importer for PLIB (Lightwave) but not an exporter yet... (file extension is .lwo) The code has been written already (for my modeller) I just have to convert it to PLIB. ------------------------------------------------------------------------ "Christopher K. St. John" <cs...@qu...> I've got a partially finished VRML97 loader. However, VRML97 and VRML 1.0 are different enough so that having two different loaders is probably reasonable. ------------------------------------------------------------------------ .pov: Author: Christian Mayer <Va...@t-...> IMPORT Status: never - considered impossible EXPORT Status: started, but currently on hold while I'm trying to figure out how to write a writer for SSG as the example code that I used didn't work. Description: PovRay is a well known freeware raytracer. Note: You'll probably need at least MegaPov or the yet to come PovRay 3.5 (=> I'll use mesh2) ------------------------------------------------------------------------ .obj: Author: Bill Weiland <bil...@ch...> IMPORT Status: "probably within the next few weeks" EXPORT Status: not yet? ...also... Author: Dave McClurg <dp...@ef...> IMPORT Status: Geometry only - no texture EXPORT Status: Geometry only - no texture Description: OBJ is a fairly simple ASCII model format exported by Wavefront. ------------------------------------------------------------------------ .ac : Author: Steve Baker <sjb...@ai...> IMPORT Status: 100% complete & functional EXPORT Status: none Description: ASCII Export format of AC3D. ------------------------------------------------------------------------ .ssg : Author: Steve Baker <sjb...@ai...> IMPORT Status: 100% complete & functional EXPORT Status: 100% complete & functional Description: Native binary format for SSG - supported by PPE ------------------------------------------------------------------------ .dxf : Author: Dave McClurg <dp...@ef...> IMPORT Status: DXF lines and faces are both supported EXPORT Status: DXF lines and faces are both supported ------------------------------------------------------------------------ -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: Dave M. <dp...@ef...> - 2000-03-19 07:52:19
|
Here is a jumble of PLIB thoughts: - The trivial alias/AC3D triangle import/export was omitted from the loader/writer list. - I got permission from the author of IVCON, John Burkardt, to use his code in PLIB under LGPL - For the loaders, would the following be wise: if ( glIsEnabled ( GL_LIGHTING ) ) load normal array else load color array That way, you only get the data you need. Or are there some cases which need both? Or is there a different way to decide which is needed? In my game, everything will be prelit so I will leave lighting disabled and I don't need vertex normals. - you can make a "really nice" skybox in 3DSMAX. i would prefer that over a skydome. multiple cloud bands moving in different directions and heights would be great simulating weather (rain,snow,storms with lightning) is needed. i have some relevant code for this stuff once GLU/SSG-Util gets started. - I should have ASE animation code commited by end of week - Welcome back Steve and Happy St Patricks Day! I hope everyone has planted their potatoes in the northern hemisphere. |
From: Steve B. <sjb...@ai...> - 2000-03-19 18:10:12
|
Dave McClurg wrote: > - The trivial alias/AC3D triangle import/export was omitted from > the loader/writer list. I can add that easily. > - I got permission from the author of IVCON, John Burkardt, to use > his code in PLIB under LGPL Cool! > - For the loaders, would the following be wise: > > if ( glIsEnabled ( GL_LIGHTING ) ) > load normal array > else > load color array > > That way, you only get the data you need. Or are there some cases > which need both? You need them both under both circumstances: if lighting is enabled: You can have both per-vertex colours (using GL_COLOR_MATERIAL) and per-vertex normals. if lighting is disabled: You obviously need per-vertex colours - but you may also want something like sphere-mapped texturing which makes use of per-vertex normals to do cheesy environment mapping. So, this is not a wise change. > Or is there a different way to decide which is needed? > In my game, everything will be prelit so I will leave lighting disabled > and I don't need vertex normals. Perhaps we need to add a 'hinting' mechanism for the loaders to tell them about this kind of thing. > - you can make a "really nice" skybox in 3DSMAX. > i would prefer that over a skydome. It depends a lot on the application. Skyboxes really stink when you want the eyepoint to move over large distances at high speed - or if you want things like wind-blown clouds. Curt's offer of his skydome code comes from FlightGear which *needs* a dome for the sky. Obviously as an SSG-Util function, it would be optional. If you have something to offer to make good use of 3DSMAX sky boxes - then I'd be happy to consider it. > - Welcome back Steve and Happy St Patricks Day! I hope everyone has > planted their potatoes in the northern hemisphere. I always plant my potatoes in the northern hemisphere - it's too far to walk to get to the southern hemisphere. :-) -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: Bill W. <bil...@ch...> - 2000-03-19 20:29:35
|
Yes, actually I saw Dave's messages about OBJ well after he had committed the code; I had some other diversions, but I still need an OBJ loader that does textures, so I will do it. The only question is whether I should just dump my version and add textures to Dave's loader, or continue with mine. Bill Weiland Steve Baker wrote: > > Dave McClurg wrote: > > > I commited Wavefront OBJ import/export functions to PLIB/SSG > > They only handle geometry right now > > If someone can give me to a texture mapped OBJ model, i'll work on > > adding the texture support > > Bill Weiland <bil...@ch...> said that he was working on an SSG > loader that would be ready "probably within the next few weeks"...dunno > what happened to that. > > Bill - are you listening? > |
From: Steve B. <sjb...@ai...> - 2000-03-20 03:23:19
|
Bill Weiland2 wrote: > > Yes, actually I saw Dave's messages about OBJ well after he had > committed the code; I had some other diversions, but I still need an OBJ > loader that does textures, so I will do it. The only question is > whether I should just dump my version and add textures to Dave's loader, > or continue with mine. Yep - it's a hard call. Make sure you tell this list what you decide so that Dave knows not to tread on what you are doing. -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |