Adam D. Moss wrote: >>Then the royal pain of actually getting those
models into the application in a sane way is left to the coder. :)Yeah, that's a thorny one. I wrote a library for my 'day job' that exposes a relatively sane C API for loading models (etc) from .blend files. I'd quite like to release it under a MIT/X11 kinda license -- dunno if anyone's interested (I'm not sure right now whether the lib really belongs to me or to my business). It's still a bit rough (IIRC there are endian issues, and it just calls abort() on any sanity errors), but it'll get released some time before too long, I'm sure.
The problem with standardized loaders for 3D files is the issue of what representation the loader leaves the model in once it's into memory. Converting from THAT format to whatever the application needs is just as big a problem as loading the 3D file in the first place. What's needed is for someone to pick a decent scene graph library and write a loader for THAT. My own 'PLIB' scene graph library has dozens of loaders - but '.blend' isn't one of them :-( I believe there is a Blender plugin out there somewhere that lets you export blender models in AC3D format. PLIB loads AC3D files pretty well - so there is one easy route to getting models into applications. ---------------------------- Steve Baker ------------------------- HomeEmail: <sjbaker1@airmail.net> WorkEmail: <sjbaker@link.com> HomePage : http://www.sjbaker.org Projects : http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net -----BEGIN GEEK CODE BLOCK----- GCS d-- s:+ a+ C++++$ UL+++$ P--- L++++$ E--- W+++ N o+ K? w--- !O M- V-- PS++ PE- Y-- PGP-- t+ 5 X R+++ tv b++ DI++ D G+ e++ h--(-) r+++ y++++ -----END GEEK CODE BLOCK-----