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  1. I didn't check bottom of header, declaring class...

    I didn't check bottom of header, declaring class then define funcs... something like C++ glm repo (g-tunc) I mean sources could be located in separate headers like detail/*.inl files, would be more...
  2. +1, That is right I hope I can load a test...

    +1, That is right

    I hope I can load a test document with new COLLADA-DOM 3/2.5 without version error. Headers are generated but actual source files are still missing. Generating and testing them...
  3. I didn't get any notifications even though Sf...

    I didn't get any notifications even though Sf says "You are already subscribed to this project" and I subscribed activity, I'll try to change my email after reset my passwd. I would prefer...
  4. That's great, congrats! I'll check them...

    That's great, congrats!



    I'll check them later manually, because I guess Sf only notifies new releases and not sure commits
  5. +1 for it :) Okay I'll try to find in...

    +1 for it :)

    Okay I'll try to find in OpnCOLLADA repo again but I don't think I'll find anything about multi-index -> sinlge-index array. Maybe Maya or Blender just read COLLADA for direct-draw...
  6. I'll check them in my free time, IIRC I couldn't...

    I'll check them in my free time, IIRC I couldn't see any index related codes in OpenCOLLADA and maybe Blender or Maya do this job theyself
  7. OpenCOLLADA seems very complicated and I didn't...

    OpenCOLLADA seems very complicated and I didn't see any docs to how to load a file. Blender uses it maybe I could try to learn from there... I may learn it after finished my library to compare...
  8. There are some cases which must be considered to...

    There are some cases which must be considered to fix I think, some primitives may have more inputs than others or no common inputs but VERTEX, or semantics e.g. TEXTURE may occour many times with...
  9. Finally I've purchased COLLADA book and found...

    Finally I've purchased COLLADA book and found some answers for my first question:

    The “POSITION” semantic is strongly correlated with the identity of individual mesh vertices and the <vertices>...
  10. element stores multiple indexes, but I'm...

    <p> element stores multiple indexes, but I'm trying to convert it to single-index to send OpenGL, I've some trouble :/

    For instance this looks nice:


    <triangles count="286"...
  11. Thanks, so I can still assume that unlike other...

    Thanks, so I can still assume that unlike other semantics, POSITION semantic is only part of <vertices> element.



    One question/confusion:

    if mesh has different normal sources then how to...
  12. So currently I assume this: POSITION can only and...

    So currently I assume this: POSITION can only and must (for mesh) exists in <vertex> until someone clarify this, after finished implementation, I'll back to investigate this

    It seems three.js also...
  13. Spec says: So I think this means that I...

    Spec says:


    So I think this means that I can't leave <vertices> empty, also different positions would make different meshes right?

    Can I assume that a <mesh> can only contain single position...
  14. There is a statement inside PDF 1.5: So we...

    There is a statement inside PDF 1.5:



    So we can move some inputs from <vertex> to primitives' scope, then can we move POSITION too? it would solve my problem,
    then we could leave...
  15. Mesh's and primitives relationship clarification

    Sorry I guess this thread will be duplicated of some other but I tried to search and coulnd't find or I can't use the forum's search correctly (I dont like it) :/

    <mesh> element has <vertices>...
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