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Re: Blender & Cygwin
Adam D. Moss wrote:
>>Then the royal pain of actually getting those
models into the application in a sane way is left to the coder. :)
Yeah, that's a thorny one. I wrote a library for my 'day job'
that exposes a relatively sane C API for loading models (etc) from
.blend files. I'd quite like to release it under a MIT/X11
kinda license -- dunno if anyone's interested (I'm not sure right
now whether the lib really belongs to me or to my business). It's
still a bit rough (IIRC there are endian issues, and it just calls
abort() on any sanity errors), but it'll get released some time
before too long, I'm sure.
The problem with standardized loaders for 3D files is the issue of
what representation the loader leaves the model in once it's into
memory. Converting from THAT format to whatever the application
needs is just as big a problem as loading the 3D file in the first
What's needed is for someone to pick a decent scene graph library
and write a loader for THAT.
My own 'PLIB' scene graph library has dozens of loaders - but '.blend'
isn't one of them :-(
I believe there is a Blender plugin out there somewhere that lets you
export blender models in AC3D format. PLIB loads AC3D files pretty
well - so there is one easy route to getting models into applications.
---------------------------- Steve Baker -------------------------
HomeEmail: <email@example.com> WorkEmail: <firstname.lastname@example.org>
HomePage : http://www.sjbaker.org
Projects : http://plib.sf.net http://tuxaqfh.sf.net
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