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...
The ddd file format is closed source. Should I open that?
It's pretty complicated to write because of the indexed normals.
I would be interested in this too! =D
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.