Hey
The model loader in LWJGL 0.92 requires an XML file. It doesn't say though how the XML file should be setup. If I can get an exporter for Maya or 3D Studio Max, could I use it with the loader?
Thanks
It's still a WIP, that model loader. (Well, the loader itself is finished, but there is no renderer or exporter yet). An exporter from 3dsmax should be pretty easy to do.
Cas :)
I would recommend you to use this:
http://www.multi.fi/~mbc/v3ds/Decode3dsApplet.html
and write the renderer yourself.
WiESi
Yeah, except not everyone can afford 3D Studio Max. By using an xml scheme, then you can use any package that allows scripting. ie Max or Maya or Blender.
hey guys, this is my first post. be nice.
i've been poking around on the forms, but i haven't found an answer as to why this whole model loading/rendering has become a part of the library. from what i've understood, lwjgl's goal is to just provide the technology and not much more. it seems to me that model code belongs in a more high-level library such as xith3d, etc. either i misunderstand the design goals or it conflicts with what this lib is trying to achieve. i don't believe enough of your audience will benefit from this code to justify adding it. here's some examples:
- jme, i believe, uses lwjgl as a backend. users who are using jme will not be using your model loader (unless jme uses it as part of its backend).
- 2D coders who just want the opengl acceleration.
- a large number of demo makers
any thread links or responses would be useful. btw, i just want to add great job on the library so far. it's pretty close to what i was looking for: SDL for java that isn't doesn't depend on the SDL libs. i think this lib could significantly help java game development.
It isn't a part of the library, it's just in our utils package as a precursor to doing a few nifty demos and such.
Cas :)
ah, ok. does that mean the util package is seperate from the rest of it?
Yes. If you look, you will see the util package in a separate jar.