is there a (easy) way of sticking meshes made in 3D Stidio into an OpenGL program. i know it can be done in DirectX by exporting to a .x file, but OpenGL?
is there a (easy) way of sticking meshes made in 3D Stidio into an OpenGL program. i know it can be done in DirectX by exporting to a .x file, but OpenGL?
No I DIDN'T steal my name from Misro$ofts OS, it's pure coincidence.
The lines around my name (-) are only there because i needed a name over the 3 character minimum letter limit
the simple answer is no.
you either need to write a loader yourself, or use one someone else has written.
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I was affraid for an answer like that, im looking for an easy 3ds
loader as well, but there are none.
That's because i really need an EASY one, i have no experience
in models.
Is there a REALLY EASY alternative for 3ds models?
(at the moment im hand writing all my models,its a pain)
>(at the moment im hand writing all my models,its a pain)
that makes me hurt to hear it.
Well if you wana start with model loading, i would recommend starting with a simple well documented format like wavefront .objs, or i hear milkshape 3d's .ms3d's(though im not sure if there are official docs?), and .ase's are simple. The .3ds is in my opinion a bad place to start since there is no official documentation of the format.
::edit::
oh yes,
http://www.gametutorials.com/Tutoria...OpenGL_Pg4.htm
has tutorials on three of the afore-mentioned, though i don't know how good they are.
and i recommend reading up on the format aside as well.
this seems to be a good obj explaination:
http://netghost.narod.ru/gff/graphic...ry/waveobj.htm
and start with simple things like a single tirangle then move up.
Last edited by no-one; 12-16-2002 at 07:28 PM.
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I know GameTutorials but i found them to be too complicated
(Now don't you go nuts here thinking: he must be real stupid)
but i want it simple,the obj files however look promising.
THX!
The resources No-one pointed you to are the ones I would have pointed you to myself
If you want a loader that is painfully easy, look into milkshape, you can export to milkshape3d ascii characters, and you can sequentially read all of the coordinates in.
only drawback is you can open those simple formats with notepad and people can easily steal your work.
well thanks anyway, i should start learning directx anyway, as it is a full API, not just grpahics API
No I DIDN'T steal my name from Misro$ofts OS, it's pure coincidence.
The lines around my name (-) are only there because i needed a name over the 3 character minimum letter limit
Of course there are simple solutions to this,like writing your ownOriginally posted by Shadow12345
only drawback is you can open those simple formats with notepad and people can easily steal your work.
encrypter. Should be fairly easy, Or compile it along with the .exe
That remids how's level of security in exedat?
Can one just rip it out of your exe again?
i really don't think that you should worry about that till you're going to release a game to the general populace.
secondly, the only real pratical protection you have is copywrite law, and the GP's of the user, someone can eventually get your work if they're determinded enough period.
so it should be a secondary concern and the most encryption you should really use is the fie format itself.
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