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There is plan about dynamic creation resources? http://horde3d.org/forums/viewtopic.php?f=1&t=990 |
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Author: | simple [ 24.10.2009, 23:25 ] |
Post subject: | There is plan about dynamic creation resources? |
Hello, Im just curious, Do author of horde3d planning to make new functions for creating resources directly by c++ functions instead XML,GEO,ANIM files??? i meant functions like: pseudo codes for materials (instead of *.material.xml files): Code: id = h3dCreateMaterial(); h3dSetMaterialShaderSource(id,buffer_model_shader_program); h3dSetMaterialShaderFlags(id,_F01_Skinning); h3dSetMaterialShaderFlags(id,_F04_EnvMapping); h3dSetMaterialSampler(id,albedoMap,resourceID_to_texture); and (insted of *.geo files). Code: id = h3dCreateModel(); h3dSetGeometryBuffer(id,vertexbuffer,vertexlen,indexbuffer,indexlen); h3dSetSubset(id,id_of_subset, vertexstart, vertexend, batchstart, batchend); h3dSetPivotOfBone(id,bone_id,Matrix4f *pivot); and (instead of *.anim files) Code: id = h3dCreateAnimation(); h3dSetListOfPositionsForBone(id,bone_id,(vec3f_and_time_t *)positions_with_frame,count); h3dSetListOfRotationsForBone(id,bone_id,(vec3f_and_time_t *)rotations_with_frame,count); h3dSetListOfScalingForBone(id,bone_id,(vec3f_and_time_t *)rotations_with_frame,count); that would be cool and interesting, because i could create my own fileformats binary files instead of xml, my own Model3D geometry instead of .GEO. Or could be easiest create add-ons for loading weird model3d fileformats, like: .b3d, .obj, .bsp, etc.... also would be less problems with exporters for .GEO files. Now i ask, there is any plans about this in future? ![]() |
Author: | Volker [ 25.10.2009, 08:58 ] |
Post subject: | Re: There is plan about dynamic creation resources? |
I think something like this could be handy, but should be not part of the core library. Maybe we can add something like that to the Utils library. |
Author: | marciano [ 25.10.2009, 10:01 ] |
Post subject: | Re: There is plan about dynamic creation resources? |
We will add API functions like h3dCreateMaterial and h3dCreateGeometry for the next version of Horde. The data of an existing resource can be set with our current resource API (e.g. h3dSetResParamI). |
Author: | l0calh05t [ 22.11.2009, 22:34 ] |
Post subject: | Re: There is plan about dynamic creation resources? |
marciano wrote: We will add API functions like h3dCreateMaterial and h3dCreateGeometry for the next version of Horde. The data of an existing resource can be set with our current resource API (e.g. h3dSetResParamI). What is the approximate timeline for this? I'm thinking about using Horde3D, and this would be a very important feature for me. |
Author: | marciano [ 23.11.2009, 00:10 ] |
Post subject: | Re: There is plan about dynamic creation resources? |
If these functions are required, they can be added very quickly. They don't do anything complicated in the end ![]() |
Author: | DarkAngel [ 23.11.2009, 00:20 ] |
Post subject: | Re: There is plan about dynamic creation resources? |
In an older version of Horde, I had written a "h3dCreateGeometry" type function for creating resources. It doesn't work with the latest file formats though, of course ![]() I would love to see this in the next Beta release. |
Author: | l0calh05t [ 23.11.2009, 07:31 ] |
Post subject: | Re: There is plan about dynamic creation resources? |
marciano wrote: If these functions are required, they can be added very quickly. They don't do anything complicated in the end ![]() Which is why I was kinda hoping for an estimate along the lines of "very soon" for the svn version ![]() |
Author: | marciano [ 24.11.2009, 00:48 ] |
Post subject: | Re: There is plan about dynamic creation resources? |
DarkAngel wrote: In an older version of Horde, I had written a "h3dCreateGeometry" type function for creating resources. It doesn't work with the latest file formats though, of course ![]() Basically there are two options: h3dCreateGeometry could create a full in-memory geo file. In that case the function would require all geometry data (vertex streams, indices, etc.) to be passed. The other alternative is that the function would just create an empty resource with preallocated data structures that can be filled with the resource API. So the function would just take the number of vertices, triangles, etc. as input. Hopefully we find the time to implement a basic version this or next week... |
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