[QUOTE=recpas;41647]OpenCOLLADA seems very complicated and I didn’t see any docs to how to load a file. Blender uses it maybe I could try to learn from there… I may learn it after finished my library to compare speeds.
I’ve took a look at COLLADA-DOM on SF, I haven’t look at rt and fx library in dom project before. I’ve downloaded snapshot of trunk and couldn’t compile viewer and cound’nt run exsisting binary on my Mac OS 10.11. The binary required Cg.framework and I downloaded it from nVidia then I changed dylib install name to help binary to find it, Does Cg.framerowork is same as I downloaded, I just tried my chance and seems doesn’t work (with no error) maybe it requires older mac version
I’m rendering with shaders but rt renders with old OpenGL, it doesn’t matter it may help me to find some answers quickly, I’ll also check (later) indexing/de-indexing/unpacking codes if available anywhere in project[/QUOTE]
RT and FX (or whatever the non-core components are) have been broken on the Sourceforge.net repository for a long time, since people who use it (mostly in robotics I think) only use the core-library component. I kind of broke the repository there early in 2016, because I didn’t understand the extent of changes compared to the versions on GitHub, which I had been using up to that point to rewrite the PHP component (the generator.)
I can’t recommend anything beyond looking at the development snapshots I’ve shared. The last one can be built with Visual Studio 2010 and forward. They include a rewrite of the core-library and the PHP code-generator. Right now I am working on implementing several new features that were not required for testing, but I feel are important enough to delay future work. The only reason I recommended OpenCOLLADA to you is to find the code inside of it that unpacks vertices to see if it might be of any use to your effort.
Here are the makeshift links with development snapshots for review:
The files could stand to be reorganized, but I’ve left them with their original names for the initial commit so that historians or whatever can conceivably see what maps to what. It’s not that confusing, but some class names have change. The second link has the generated classes in back compatible 2.x style and the new 3 style that is recommended going forward, especially with C++11 compilers. Because I updated the files for this experimental project yesterday you can see the toy loader I developed to get a feel for COLLADA-DOM, only now rewritten to reflect the new library’s design imperatives. This program is very embryonic and this loader has many idiosyncrasies because it was originally written against the old COLLADA-DOM which was maximally unexpressive, and has since been converted in place to the new style.
Again the general style is experimental. When I wrote this code I was using C++11 lambda’s for the very first time. They require braces and a semicolon to do things that normally would not, so I was curious to know how that would change some of my default coding practices.