So today I wrote a function to convert image resources into OpenGL textures. It handles all the basic texture formats directly, but it can't handle deep conversions (ie: image formats that have out-of-order color channels or unsupported bit depths). For those I'll have to parse the image channels one-by-one, looking for OpenGL compatible channels. Then I'll have to use a conversion buffer and pack the compatible channels in with their bit-depths scaled as necessary. I also wrote the framework for a function for converting mesh resources to OpenGL vertex buffer objects.
If you're interested, this is what an image resource looks like. Its simply a structure used to access image data in a format independent manner. It works in the same way for other resource types.
unsigned x, y;
res_image_channel_type_red = 0x0001,
res_image_channel_type_green = 0x0002,
res_image_channel_type_blue = 0x0004,
res_image_channel_type_lum = 0x0400,
res_image_channel_type_pow = 0x0800,
res_image_channel_type_exp = 0x1000
As far as modelling goes, I took MustEatYemen's comments to heart and made some changes to the female form. Her foot is shorter, her calves are thinner, her hips and butt are more defined, and her chest and back are more reasonable. I also made a quick head shape without any features (yet) and started the arms. I'll be working on her some more tonight, so check back for an updated entry in 5 or so hours.
Oh and I offset her from the origin so I won't get any more comments [razz].
Looking at that last shot she seems hunched over. I'll need to fix that.
I'll leave you with some piggies for good luck: [pig][pig][pig][pig]