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In lugnet.cad.dat.parts, Joshua Delahunty wrote:
>
> P.S. Don, I've had someone suggest that I "encourage" support of this
> syntax in LDGlite. Are you up for it? Already working on it?
I've been tossing this around for a while, and while I'm not sure who'd
really use it in ldglite considering LDView is so much better suited for
modern OpenGL use, it still seems like it'd be fun to experiment with.
So, are there any example files available with the modified .dats and the
.png texture files? Something like this one might be a good start because
then I could compare the texture and the fallback .dat vector rendering.
http://www.facebook.com/photo.php?pid=30701291&id=1532162912&l=c7b84a178a
Don
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In lugnet.cad.dat.parts, Don Heyse wrote:
> So, are there any example files available with the modified .dats and the
> .png texture files? Something like this one might be a good start because
> then I could compare the texture and the fallback .dat vector rendering.
>
> http://www.facebook.com/photo.php?pid=30701291&id=1532162912&l=c7b84a178a
You can find some sample files here:
http://www.halibut.com/~tcobbs/ldraw/private/texmapped.zip
Note that some of the files may have BFC issues. Look at 973pa9.dat for a file
that has fallback geometry. As a side note, rebel_tile.dat (and the part it
points to) have bad texture coordinates, so the texture is mirrored.
--Travis
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In lugnet.cad.dat.parts, Travis Cobbs wrote:
> In lugnet.cad.dat.parts, Don Heyse wrote:
> > So, are there any example files available with the modified .dats and the
> > .png texture files? Something like this one might be a good start because
> > then I could compare the texture and the fallback .dat vector rendering.
> >
> > http://www.facebook.com/photo.php?pid=30701291&id=1532162912&l=c7b84a178a
>
> You can find some sample files here:
>
> http://www.halibut.com/~tcobbs/ldraw/private/texmapped.zip
Thanks, that was quick.
By the way, I'm still not sure whether it's really worth it to attempt
this in ldglite, or if it'd be more worthwhile to try something that
might actually end up being useful, like say a minifig modeler (or maybe
an lsynth GUI) built around LDVlib.dll. Can it process new geometry
fast enough to form the nucleus of a general LDraw editor, with parts
moving around in real time?
Don
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In lugnet.cad.dat.parts, Don Heyse wrote:
> In lugnet.cad.dat.parts, Travis Cobbs wrote:
> > In lugnet.cad.dat.parts, Don Heyse wrote:
> > > So, are there any example files available with the modified .dats and the
> > > .png texture files? Something like this one might be a good start because
> > > then I could compare the texture and the fallback .dat vector rendering.
> > >
> > > http://www.facebook.com/photo.php?pid=30701291&id=1532162912&l=c7b84a178a
> >
> > You can find some sample files here:
> >
> > http://www.halibut.com/~tcobbs/ldraw/private/texmapped.zip
>
> Thanks, that was quick.
>
> By the way, I'm still not sure whether it's really worth it to attempt
> this in ldglite, or if it'd be more worthwhile to try something that
> might actually end up being useful, like say a minifig modeler (or maybe
> an lsynth GUI) built around LDVlib.dll. Can it process new geometry
> fast enough to form the nucleus of a general LDraw editor, with parts
> moving around in real time?
LDVLib doesn't allow you to edit models at all. You point it at an existing
file and tell it to load. Having said that, if you wanted to do some (most?) of
the work, it could probably be made to be usable for a minifig modeler, since
high-performance isn't really an issue with a minifig.
I'd have to tweak the graphics engine side of LDView to have an "edit" mode, and
you'd have to create the C API inside LDVLib to handle editing. You're not the
first person to request editing in LDVLib, but I don't really see myself doing
all the work.
--Travis
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