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  1. #1

    which 3d model format

    I thought that i'll avoid that but after all I need to have some 3d model loader in my game. I could use some transform animation but don't need advanced stuff like skinning or even bones. Which 3d format would be good for that? any existing loaders I could use? I'm using openGL 3.2+ and tuts I've found on the net are either using old gl or some (non pacal) libraries

  2. #2
    Quake's MD2 doesn't use bones but it includes animations and it's quite simple format. Also, a lot of 3D model editors support or allow to export models in this format. GLScene does support it, and there are more loaders for Delphi and FreePascal IIRC.
    Last edited by Ñuño Martínez; 31-07-2013 at 10:27 AM. Reason: Link to a full explanation of MD2 file format.
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  3. #3
    for starters I'm trying luck with .OBJ and loader from nxPascal

    or maybe not. in obj there is list of verts and then list of faces but those faces look like quads not triangles..
    Last edited by laggyluk; 01-08-2013 at 03:07 AM.

  4. #4
    Also I need vertex colors, seems that i'll have to use collada monster..

  5. #5
    Quote Originally Posted by laggyluk View Post
    for starters I'm trying luck with .OBJ and loader from nxPascal

    or maybe not. in obj there is list of verts and then list of faces but those faces look like quads not triangles..
    Not a problem, an OBJ is not limited to quads. An OBJ can contain polygons of any size, triangles, quads etc. A good loader may straighten up the format to triangles as well as one-to-one matching vertices, normals and texture coordinates, which is needed to make it "OpenGL friendly".

  6. #6
    Yes, It's possible to use triangles when exporting but it doesn't support vertex colors. It has 'Materials' but they are in different file and generally wtf

  7. #7
    Quote Originally Posted by laggyluk View Post
    Yes, It's possible to use triangles when exporting but it doesn't support vertex colors. It has 'Materials' but they are in different file and generally wtf
    Vertex colors? Why do you need that when you can map a texture on it? Vertex colors are mainly useful for precalculated light IMHO.

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