What does it do? Will it help me win the lottery?semory wrote:awesome.... almost ready for testing ha ha ha....
now at 2800 lines of code (been typing for days it seems lol)!
http://code.google.com/p/sticklove/sour ... alara.cpp/
Howfie's WIP List
- iheartibuki
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Re: Howfie's WIP List
Re: Howfie's WIP List
My main problem was that no Blender 2.6x exporter existssemory wrote:i'm just trying to import some level geometry into xnalara. supposedly, the number of bones can be zero so the mesh format is just
0
number of meshes
mesh #1
mesh #2
etc.
main problem is that mesh format requires normals and tangents even if you don't use or need per-vertex normals or normal mapping. it's kind of a funky format.
After generating my mesh position data for the competion model, I was looking for an xna way to calculate normals and tangents.
I came across the MeshHelper class http://msdn.microsoft.com/en-us/library ... rmals.aspx which provides exactly that functionality. I also just realized that the ouput of MeshHelper.CalculateNormals is hardly useable or not available with XNALara. As a test I tried it on a generated sphere. I guess, I setting up my input data incorrectly. Then I computes new normals for the mesh and get it working. Looks like XPS can recalculate the tangent frames for the given mesh, even if all tangents are zero, but it needs always the normals. Indeed t's kind of a funky format.
Any progress with your lwo -> mesh exporter ?
- semory
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Re: Howfie's WIP List
soon soon , i haven't worked on it since the middle of october. got sidetracked with some other projects.
it's a pain in the butt because what xnalara calls meshes, lightwave calls surfaces. and surfaces can be in multiple layers and each layer is given its own vertex buffer. so i have to merge vertex buffers when meshes are spread across multiple layers, remap indices, etc. it's all a big pain in the butt lol. then there's lightwave's discontinuous vertex mapping... so much bookkeeping it's ridiculous.
but now i see why xnalara requires normals and tangents lol. hmmm...
it's a pain in the butt because what xnalara calls meshes, lightwave calls surfaces. and surfaces can be in multiple layers and each layer is given its own vertex buffer. so i have to merge vertex buffers when meshes are spread across multiple layers, remap indices, etc. it's all a big pain in the butt lol. then there's lightwave's discontinuous vertex mapping... so much bookkeeping it's ridiculous.
but now i see why xnalara requires normals and tangents lol. hmmm...
- semory
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Re: Howfie's WIP List
Flat as a pancake hahahaha.
Re: Howfie's WIP List
semory wrote:Flat as a pancake hahahaha.
Flat as a pancake
truly.
- semory
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Re: Howfie's WIP List
mmm yummy
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Re: Howfie's WIP List
No wonder i love pancakes. Nutrition value = hot boobies
Stop! Waitaminute! Fill mah cup with some liquor in it!