RenderMonkey exporter enhancement (submitted)
Posted: Thu May 04, 2006 9:44 am
Hello folks!
I am interested in enhancing RenderMonkey exporter stuff as a part of summerofcode project. As a contestant, because it so happened that I am a student now, and I have some time to spare for this summer .
Yes, it was me who posted the original announcement about this exporter awhile back on this forum. Actually I am the guy who wrote the exporter code (except for later modifications after it became Ogre-hosted).
So would it be interesting for the OGRE project to enhance this exporter as a part of SoC 2006?
I have noticed some interest in the following features (from wiki):
* More flexibility to export scripts (different directories, different material names, ...)
* Persistence of the export options in the workspace file
* More variable types supported by Ogre (camera in world space, ambient light color, ...)
* Project files for more IDEs
* Import Ogre .mesh files into RenderMonkey
these would not be so hard to implement I think.
As for me, I also could suggest:
* .zip backend.
* preview with Ogre (e.g. how would the material look in OGRE, or even in some environment?)
* improving intelligence (better handling of multipass stuff)
* scripting exporter with python to add more flexibility.
* rewrite most logic in python (and bundle interpreter with the exporter), so that people do not need C++ compiler to fix and tweak things.
* installer for the stuff.
is there some interest in the features above? could you suggest anything else?
I am interested in enhancing RenderMonkey exporter stuff as a part of summerofcode project. As a contestant, because it so happened that I am a student now, and I have some time to spare for this summer .
Yes, it was me who posted the original announcement about this exporter awhile back on this forum. Actually I am the guy who wrote the exporter code (except for later modifications after it became Ogre-hosted).
So would it be interesting for the OGRE project to enhance this exporter as a part of SoC 2006?
I have noticed some interest in the following features (from wiki):
* More flexibility to export scripts (different directories, different material names, ...)
* Persistence of the export options in the workspace file
* More variable types supported by Ogre (camera in world space, ambient light color, ...)
* Project files for more IDEs
* Import Ogre .mesh files into RenderMonkey
these would not be so hard to implement I think.
As for me, I also could suggest:
* .zip backend.
* preview with Ogre (e.g. how would the material look in OGRE, or even in some environment?)
* improving intelligence (better handling of multipass stuff)
* scripting exporter with python to add more flexibility.
* rewrite most logic in python (and bundle interpreter with the exporter), so that people do not need C++ compiler to fix and tweak things.
* installer for the stuff.
is there some interest in the features above? could you suggest anything else?