milkshape loading
I have been trying to make a 3d model loader that loads the milkshape 3d ascii format but im not having much luck. I know how to render the models becuase one time i copied all the data from the file right into my cpp file and rendered with vertex arrays and it works fine. But if i make a model loader i cant get it to work. I guess its how im allocating my arrays. Could some one tell me how i can store each mesh?
Tell me if i am wrong but this is how i think i need to allocate the arrays to hold the data such as vertexes, normals and indices. m_iIndexes = new GLubyte[ m_iNumIndex * 8 ]; Where the m_iNumIndex is the number picked up from the file that says how many rows of numbers are associated w/ the indexes and the 8 means there are 8 numbers in each row.
If any one has made a milkshape ascii loader before, you help would be very helpfull.
-Snyper
=============================Where's the 'any' key?=============================
You can get a milkshape loader from HERE! . Go to the files section and then the milkshape importer file. It's one c++ cpp file, however you will need to tailor it to turn the imported data into your specific data structures (i.e. OpenGl display lists, etc.). However there are some errors with it if you use VC. There was a rather longish thread about it, so if it doesn't work go here: Milkshape 3D file importing
Oh yeah its for the .ms3d file format - the binary file format - that means no importing around ! And it contains all the possible info you would ever need - vertex, faces, groups, normals, animation data, etc.
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BCB DX Library - RAD C++ Game development for BCB
Edited by - c++freak on November 23, 2000 11:20:28 AM
Oh yeah its for the .ms3d file format - the binary file format - that means no importing around ! And it contains all the possible info you would ever need - vertex, faces, groups, normals, animation data, etc.
------------------------------
BCB DX Library - RAD C++ Game development for BCB
Edited by - c++freak on November 23, 2000 11:20:28 AM
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