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Re: Format for models



>> Format for models
>
> I would recommend looking at VRML. It handles models, textures and some
> animation. The book "3D Graphics File Formats" by Keith Rule uses VRML as
> its internal representation and so it has the best coverage of that format.
>
> 3DMF is a good format, but it doesn't store any animation information of its
> own... Though you could add it as your own information type. There is also
> some sample code for using OpenGL with 3DMF by brian Barnes. Look for it at
> the Meshwork web site <http://www.meshwork.com/> in the OpenGL section.
> Meshwork's format is well documented, and Joe Strout (Meshworks creator) is
> very helpful.
>
> In the end, you may find that you will want to create your own file format
> to handle whatever features you need. But as a newbie, you'll probably first
> want to take a look at these other formats and get comfortable with using
> one of them before you try and venture out on your own.
>
> I hope this helps! Make sure to join Apple's OpenGL dev list as well,
> everyone is very helpful on that list.

We built a set of objects to encapsulate the 3d OpenGL data and then we
wrote methods to load the data from a file. We can add new formats so our
code can read VRML, 3DMF, or whatever other format we choose to create.

You should build an internal format that is optimal for OpenGL and import
your data from the file format you use into this format.

Once we had our system working we added new file types which allow use to
specify parameters for program created shapes (spheres, boxes, etc.). This
allows quick creation of simple models.

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