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Random Dev Thoughts+Notes+Codes

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For QLMesh (and some other projects), I am running my own fork of Asset Import Library.  The difference: it is amalgamated build - all sources are merged into one file (including dependencies). Since Assimp recently switched to miniz, I have replaced remaining references to zlib with miniz - so zlib is not required too.

drwxr-xr-x  85 piecuchp  staff     2890 Jan 17 23:34 assimp
-rw-r--r--   1 piecuchp  staff  4921627 Jan 17 23:34 assimp.cpp
-rw-r--r--   1 piecuchp  staff  2893785 Jan 17 23:34 private\assimp.h

 

Everything you need to buid the assimp is:

g++ -c -std=c++11 code-portable/assimp.cpp

or just add assimp.cpp to your project/IDE (you can find code-portable directory in my repo.

One disclaimer: I have only tested this amalgamation under OSX with QLMesh). Main reason for this amalgamation is that it makes compilation/recompilation on different platforms with different configurations rather easier.

Side-effect is that single-file assimp.cpp compiles really fast (like 10x faster on my MacBook than original project files).

(http://pawelp.ath.cx/)(http://komsoft.ath.cx/)(https://itunes.apple.com/us/app/qlmesh/id1037909675)

model2-9.jpg

I am quite happy I finally had time to release a new version of QLMesh. With multitude of 3d files on my disk, having such a quick tool is always nice welcome.

But also relaying on built-in OSX 3d generator (for .obj and .collada) made the whole code simpler and cleaner - previous version had a lot of code that suppose to work only in non-sandboxed environment (like texture support in 3d view). But after AppStore release most of this code was not in use.

Now what would be good to have is finally support for Daz3D models and formats and my long-lasting missing feature: LDraw format support.

(http://pawelp.ath.cx/)(http://komsoft.ath.cx/)

model2-9.jpg

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