I was wondering if there is anything inside the dom which would help loading common profile effects, specifically <phong> and <blinn>. I started reading that part manually through getElements (<profile_COMMON> -> <Technique> -> <blinn>/<phong>), however i figured, for those two element types, there are missing type definitions (<emission>: there is no COLLADA_TYPE::EMISSION f.e.), which made me curious whether I am missing something about those profiles.
There are domBlinn and domPhong classes. There’s no domEmission class, because emission shares the same type as the other material color elements, called domCommon_color_or_texture_type, which is a wrapper over an element that might contain a <color> or a <texture> (and maybe a <param> too, I forget). domPhong::getEmission, for example, returns a domCommon_color_or_texture_type.
first off I want to thank you for the time spent here. Your input helped me making the code much nicer, thank you.
I have another question out of curiosity now, for which I don’t want to create a new thread, as I believe I have polluted the forum’s index enough for now.
Until now I only read one primitive subnote per geometry because of internal data representation limitations of my so called engine, which I am trying to fix now. I learned from the spec, that each mesh must have exactly one vertices-subnote. Why must contained primitives (<triangles> etc.) reference that by name then?