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AureliousA

Using blender and TAO Framework

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[font="Comic Sans MS"] I wanted to get a few pointers on actually exporting to the "Tao," Framework. I don't know if exporting to Tao would be similar to exporting to XNA; but, I want to know if anyone with the experience knew if this is true. Also, if anyone else had any other links regarding Tao and Blender, that would be greatly appreciated on my behalf.

Yes, I still understand I have a lot of thing ahead of me in regards to mesh and modeling (ECT), but I wanted to get this answer squared away before I start on anything. Besides, I wasn't planning on introducing 3D models into my game creation until my second game.

Thank you for any help given and I am very fortunate for forums ^_^


Also, would it just be easier to just use autodesk mudbox? Just asking
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[font="Comic Sans MS"] I wanted to get a few pointers on actually exporting to the "Tao," Framework.

The Tao framework just wraps some common API's (eg OpenGL). It does not provide file format support (IIRC, the framework has been superceeded by OpenTk).

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[font="Comic Sans MS"]I don't know if exporting to Tao would be similar to exporting to XNA; [/font]
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No. XNA provides X files to transfer data. There is no such equivalent in OpenGL.


Also, would it just be easier to just use autodesk mudbox? Just asking
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Yes/No. It depends what the needs of the art team are. If it makes life easier for the modellers, then yes. If not, No. From the programming perspective, OpenGL still doesn't provide any file format support, so you will have to find a way to get the data out - no matter what package you use.

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I'm still using Tao, even though it's been superseded by OpenTK.

For asset import, I get decent results using the managed-assimp wrapper to Assimp.

File format support is impressive, and the system mates easily to either an immediate mode implementation or a vertex array/VBO technique.

If you pm me an email address, I can happily send you my relevant C# classes.

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