[Bf-committers] OpenGL python export script (improved)

Raphael Langerhorst raphael-langerhorst at gmx.at
Tue Jun 7 17:07:20 CEST 2005


Hi Cam,

thanks, great!! I have replaced the script on my ftp server with yours 
(and added you to the history and removed one of my notes). Does the 
file name have any meaning or effect?

I have now put it into the blender subdirectory.

Thanks a lot!
Raphael

On Tuesday 07 June 2005 11:57, Campbell Barton wrote:
> Hi Updated this script so its accsessable from the menu with
> fileselector: OpenGL (.c)...
> Better string formatting...
> Operates on selection (Object.Get() is evil since it operates on
> objects accross multiple scenes)
> much cleaner and only gets data once per mesh.
>
> No Major changes, just more tidy
>
> http://members.iinet.net.au/~cpbarton/opengl_export.py
> - Cam/Ideasman
>
> Renato Perini wrote:
> > Yes, there is interested in this kind of script.
> > If I can suggest (I'm not a python coder) a script of this kind
> > should be versatile enough on what it generate.
> > The more things it is able to extract, the more useful it is ;-)
> > A small GUI to control its behaviour should be much apprecuated
> > too. :-)
> >
> > Raphael Langerhorst ha scritto:
> >> On Tuesday 07 June 2005 05:04, Renato Perini wrote:
> >>> I'm very interested too, in this stuff.
> >>> I don't know if there is a "fully featured" Blender OpenGL
> >>> exporter but the problems I had with that scripts I tried is
> >>> they become "unmaintained" after a while. If your intentions
> >>> are writing a fully featured and maintained OpenGL exporter for
> >>> Blender, I think many people will be thankful. :-)
> >>>
> >>> Raphael Langerhorst ha scritto:
> >>>> Hi all,
> >>>>
> >>>> sth completely different to XML, I have written (based on
> >>>> existing work) a python script that directly exports into
> >>>> OpenGL sourcecode, anyone interested in that? It's about 50
> >>>> lines of code, only basic stuff is exported. Or is there
> >>>> already a fully features OpenGL exporter?
> >>>>
> >>>> Regards,
> >>
> >> Seems like there actually is interest :)  ... let's see if I can
> >> dig it up somewhere on my hard disc... found it, and it's
> >> actually 150 lines of code.
> >>
> >> Notes:
> >>
> >> * The filename is currently hardcoded
> >> (/home/raphael/blender_model.c) Simply change it to your needs
> >> inside the script (or write a dialog that asks for input - I'm
> >> no Python wizard - in fact this script is the only Python code
> >> I've written in my life.
> >>
> >> * Scaling and deformations:
> >>  These are not handled in the script, you MUST select all
> >> objects of the scene and select
> >>  Transform -> Clear/Apply -> Apply Size/Rotation  (Ctrl+A)
> >>  Transform -> Clear/Apply -> Apply Deformation  (Shift+Ctrl+A)
> >>  in order to have correct transformations in the exported file.
> >>
> >> * ### NAO MODIFIQUE NADA DAKI PRA BAIXO, I don't know what this
> >> means (it's from the original author, I just left it in)
> >>
> >> * About 60 to 70 % of the code is from me.
> >>
> >> * Tested with Blender 2.32
> >>
> >> (I just put these notes into the script as well)
> >>
> >>
> >> About maintaining it:
> >>
> >> I have now uploaded it to
> >> ftp://ftp.g-system.at/people/raphael/scripts I am currently not
> >> actively using it but I'm accepting patches that improves it
> >> further and will keep it on this FTP location.
> >>
> >> If someone else _wants_ to maintain it, I would be happy as
> >> well.
> >>
> >> I hope this script is useful to you! Patches welcome of course
> >> :)
> >>
> >>
> >> Best wishes,
> >> Raphael
> >
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