[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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