Jump to content

View more

Image of the Day

Boxes as reward for our ranking mode. ヾ(☆▽☆)
#indiedev #gamedev #gameart #screenshotsaturday https://t.co/ALF1InmM7K
IOTD | Top Screenshots

The latest, straight to your Inbox.

Subscribe to GameDev.net Direct to receive the latest updates and exclusive content.


Sign up now

ANN: Carmine exporter: Blender3D to OpenGL !

4: Adsense

Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.


  • You cannot reply to this topic
1 reply to this topic

#1 Anup Jayapal Rao   Members   

122
Like
0Likes
Like

Posted 04 March 2009 - 07:05 AM

Hi Everyone, It gives me pleasure to release the first version of my exporter named 'carmine'. It generates C/C++ compliant structures from Blender3D scenes. These structures can then be used to render the objects in OpenGL programs. The script was written with intention to ease OpenGL programming for beginners and advanced users who would like to experiment with OpenGL. The base code is derived from NeHe's C++ code to keep things familiar for beginners. The script is available at http://renegadepixels.in/carmine.html With Kind Regards, Anup

#2 swiftcoder   Senior Moderators   

18212
Like
0Likes
Like

Posted 04 March 2009 - 07:11 AM

I don't mean to knock what you have accomplished here, but in general, embedding models in your source code is not a terribly good idea. Loading a simple model file is really not much harder, and allows you considerably more flexibility.

FYI, your 'magic indexing' process is often called "vertex welding".

Tristam MacDonald - Software Engineer @ Amazon - [swiftcoding] [GitHub]





Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.