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  3DS Loader  (Read 850 times)
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Offline rogertx

JGO n00b
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Posts: 15


Java games rock!


« on: 2004-02-03 20:21:50 »

Has anyone been able to incorporate and execute the 3DS Loader in Jogl.


roger
Offline Caoimhin

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Posts: 136



« Reply #1 on: 2004-02-05 09:31:28 »

I've written a few loaders.  The format of the file isn't difficult.  Making a generic loader that anyone can use is.  Typically, you want a number of helper classes (Vector, Mesh, Material, etc.).  Without having a standard interface or a common set of base classes, it can be a mess integrating a bunch of 3rd party libs.  Java3D cleaned some of that up, but OpenGL leaves you wide open to the crazy thinking of all of us different developers.

A "generic" loader could return a display list id and insulate you from any of the loader code, but you'd not be able to use any animations.

My suggestion is to make your own set of helper classes and write your own loader.  It shouldn't take more than a week to load the basic shapes.  Or you could adopt a 3rd party lib like Xith3D, OpenMind or Jist3D and use/implement a loader under that.
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