I'm in the process of writing a in-house exporter for a 3d package.
My question is the following:
I notice there are several exporters for different packages.
Do anyone of them export directly to binary (without converting the xml to mesh with the ogrexml2mesh converter?).
If so, then how did this get implemented?
We have finished the code for exporting the meshes to xml, we then use the converter,
but we would like it to export directly to binary .mesh format for various reasons (speed and stability).
the plugin is developed in c++.
Our coder mentioned that we can use ogre's SDK and use functions there, I would assume that this would be the way to go.
(unless there is other ways of doing it that can be fairly easy to implement).
Any information on this would be greatly appreciated.
exporting to binary directly, some questions
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- Gremlin
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- Goblin
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Re: exporting to binary directly, some questions
I would agree with your coder that using the SDK and the mesh serializer in there is probably the best way in your case.
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- Gremlin
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Re: exporting to binary directly, some questions
thanks, that's the way we will implement it.
thanks for input.
thanks for input.
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- Orc Shaman
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Re: exporting to binary directly, some questions
the maya exporter exports directly to binary .mesh files afaik.
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- Gremlin
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Re: exporting to binary directly, some questions
there is also other features we can use if we implement it by adding ogre to the plugin is that
we can add the viewport so that we can preview scenes, we can make material previews etc.
so it's the best way to do this.
we can add the viewport so that we can preview scenes, we can make material previews etc.
so it's the best way to do this.