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Main forum => GLBasic - en => Topic started by: VlasovAlexey on 2011-May-16

Title: Binary *.DDD format. Need Guideline.
Post by: VlasovAlexey on 2011-May-16
Hi,
I've a question about the binary *.DDD format. Having looked through ac3d-ddd-plugin SRC, I realized that normals are indexed using tables from MeshObject.cpp gAvertexnormals()

I want to add support for binary export to GL Basic Tools for 3Ds Max. I'm not a pro at C++ so I need some kind of a manual, something like this:

filetype  (int) 4 bytes
version   (double) 8 bytes
numAnimations (int) 4 bytes (number of animated frames?)
numColors    (int) 4 bytes (are these colors for each triangle?)
numTextures  (int) 4 bytes (number of UV vertexes?)

//Triangles Color

T1 ..(unsigned long)(4 bytes)( How do you describe a color with 4 bytes? RGBA(one channel – one byte) or some other way?)
T2 ..(unsigned long)(4 bytes)
...
xxx ..(unsigned long)(4 bytes)

// Texture UV Coordinates

m_Texture[0]. (float) 4 bytes to X Mapping  Coordinate.
m_Texture[1]. (float) 4 bytes to Y Mapping  Coordinate.
.....
The total number of lines is the same as it is in numTextures.

Then I couldn't work out the sequence in which I needed to save indexes for normals, triangles, animated frames and vertex coordinates. I need a detailed guide, like the one above.

Thanks for any help...
Title: Re: Binary *.DDD format. Need Guideline.
Post by: Kitty Hello on 2011-May-16
The ddd file format is closed source. Should I open that?
It's pretty complicated to write because of the indexed normals.
Title: Re: Binary *.DDD format. Need Guideline.
Post by: bigsofty on 2011-May-16
I would be interested in this too!  =D
Title: Re: Binary *.DDD format. Need Guideline.
Post by: VlasovAlexey on 2011-May-16
Quote from: Kitty Hello on 2011-May-16
The ddd file format is closed source. Should I open that?
Yes :enc:

Quote from: Kitty Hello on 2011-May-16
It's pretty complicated to write because of the indexed normals.

No problem.