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Thread: which 3d model format

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  1. #1
    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".

  2. #2
    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

  3. #3
    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.

  4. #4
    because my terrain is not textured maybe I'll just skip that model loading and use scaled voxels to construct stuff

  5. #5
    PGDCE Developer Carver413's Avatar
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    you give up so easy. with blender you can make your own exporter
    http://en.wikibooks.org/wiki/Blender...Export_scripts

  6. #6
    I prefer shortcuts. Models would be 'cubes' anyways, wanted them because my mesh optimization is pretty lame but I guess it's gonna be another shortcoming of my 'game engine' btw now my model 'format' is a direct vbo buffer dump

    Last edited by laggyluk; 02-08-2013 at 02:40 AM.

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