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Samurai Jack

Mesh API

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Samurai Jack    455
Greetings! I was wondering, is there any standard mesh api out there? I mean an independent thing. What I want to do is write some converters/file readers that would all point to a unified mesh api and continue from there on. What I would like to have is: - Dynamic vertex arrays (Vertices, Normals, UV) - Material managed buffers - Weights & Bones - Texture filenames... Some game formats are allready indexed and some are not. It would be great if someone could just push vertices,faces and bones to that structure. Maybe something like that exists and its DirectX/OpenGL independant? I do not like D3DX Mesh functions too much, because Loading and Saving hierarchal .X files is pure horror. I have written a lot of parsers and I would like to fit into a more standard way. For example, if you change the game engine, you do not have to rewrite your mesh or copy and merge it into your project. You could just include the mesh api like a directx or opengl library.

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Samurai Jack    455
In the worst case I will write it myself. But I would like to know if anything like that exists. Maybe it has some additional features like vertex welding and so on. Maybe there is a standard. That would be nice. Standard for adding vertices, faces, bones, vertex weights and so on. I do not want to play arround with buffers every time i want to access a new file format.

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Basiror    241
basically you are looking for a standard api to handle geometry input? or do you want to modify the mesh as well?


I personally don t know any mesh api, but wouldn t it be a great donation to the community if we have a optimized cross plattform mesh api that is able to load different model/CAT formats?

here is a link i found on google:

http://hdf.ncsa.uiuc.edu/HDF5/papers/prototypes/mesh/

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ketek    132
I'm working since some months about the mesh api you're talking about,
it habdles pretty much everything you may ask from a mesh api , plus many optimizations( spelling ?? ) for the mesh itself , vertex connectivity, triangle connectivity, removal of duplicated and redundant vertices .
It's not yet finished, since i want to add lod , and skeletal animation based on real physics , not 'predone' animations.
It will be free along the sdk for non commercial use.
have a look here
http://www.gameprog.it/?action=vetrina&id=5
it's in italian though .

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Basiror    241
does it support triangle strip optimization?
if you manage it to create a triangle strip for the entire mesh you only send approximately 1.0-1.1 vertex per triangle to the graphics card on large meshes which is a huge increase in performance and it can be done in a preprocess


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ketek    132
Yes its supports triangle strip and fan optimization, the mesh is compiled into this special format and rendered with a dedicated function.
I want to introduces triangle strip only optimization and i'm about to add in a few days.

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