[Bf-committers] External mesh format

Recep Aslantas info at recp.me
Wed Dec 28 19:50:43 CET 2016


I found very fast way to find positions which are not share same attributes e.g. normals, tex coords... 
So I still work on indexes (converting COLLADA's multi index array to single/unique index array), ignore my previous email

> 
>     On December 25, 2016 at 5:29 PM Recep Aslantas <info at recp.me> wrote:
> 
>     Hello,
> 
>     I was sent this email before but it seems it isn't delivered correctly because of DMARC (p=reject)
>     I've update my DMARC record and trying to re-send, hope you will receive this in inbox.
>     Email forwarding, mailing lists are big problem for DMARC :/
> 
>     Original message:
> 
>     --------------------
> 
>     I'm working on an asset importer/exporter (C99), I was mentioned it before,
>     My progress is quite good, I'm trying to make it easier and faster
> 
>     COLLADA meshes are multi-indexed and most GL Apis (OpenGL, Vulkan, dx..)
>     support only single index/elements buffer, also COLLADA allows external array sources...
> 
>     So I added some options for loading meshes, some of these are:
> 
>     (1) You can force importer to give meshes with single-index buffer (all inputs share same index)
>     (2) Some posiitons need to be duplicated e.g. edges if they don't share all inputs e.g. normals, tex..
>     importer ensures that all these posiitons are duplicated while loading
>     (3) You can force importer to get interleaved source
>     (4) You don't want to use index buffer and you can force importer to generate interleaved or
>     separated buffers for direct draw
>     ...
> 
>     To achieve (1) we need to do (2) before, but operation (2) is very costly (especially for large meshes),
>     importer needs to iterate all indices and check every single vertex for position need to be duplicated or not,
>     through all index sources (COLLADA meshes can contain multiple poly/triangles/lines)...
> 
>     My question is that how do Blender expect/process mesh from external sources, indexed or not?
> 
>     Because I'm going to postpone (1) and (2) for now, I'll back to this,
>     before doing this I want to know what kind of data (indexed or not) do Blender expect
>     or which is good for Blender (not talking about indexed vs driect draw)
> 
>     Thanks for your comments
> 
>     --------------------
> 
>         * Recep
> 
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