I'd like to learn how to write a Mesh Parser, using features in OpenGL from 3.3 and up (my drivers should support 4.3, I'm currently running 4.2).
The question is, I'm not sure what techniques/concepts would be good to understand first. I know how to write a binary search tree, if that helps - but maybe a QuadTree or even an OcTree would be more useful?
I've been studying from Learning Modern 3D Graphics Programming, and am currently at the Objects At Depth section.
Also what would be good to know is what kind of file formats are most common in the OpenGL world. Should I use blender to draw meshes, export the files, and render them in OpenGL? Is it possible and pragmatic to write a single mesh parser which would just render whatever kind of mesh I throw at it?
I'm aware of prewritten libraries such as GLMesh which help with this (though I'm not sure to what extent they do), but alas my goal is to learn so I'd like to avoid using something like that :3.
7zSuperiorCompressionServMember Since 19 Oct 2012
Offline Last Active Oct 20 2012 05:51 PM