I found very fast way to find positions which are not share same attributes e.g. normals, tex coords... So I still work on indexes (converting COLLADA's multi index array to single/unique index array), ignore my previous email
> > On December 25, 2016 at 5:29 PM Recep Aslantas <[email protected]> wrote: > > Hello, > > I was sent this email before but it seems it isn't delivered correctly > because of DMARC (p=reject) > I've update my DMARC record and trying to re-send, hope you will receive > this in inbox. > Email forwarding, mailing lists are big problem for DMARC :/ > > Original message: > > -------------------- > > I'm working on an asset importer/exporter (C99), I was mentioned it > before, > My progress is quite good, I'm trying to make it easier and faster > > COLLADA meshes are multi-indexed and most GL Apis (OpenGL, Vulkan, dx..) > support only single index/elements buffer, also COLLADA allows external > array sources... > > So I added some options for loading meshes, some of these are: > > (1) You can force importer to give meshes with single-index buffer (all > inputs share same index) > (2) Some posiitons need to be duplicated e.g. edges if they don't share > all inputs e.g. normals, tex.. > importer ensures that all these posiitons are duplicated while loading > (3) You can force importer to get interleaved source > (4) You don't want to use index buffer and you can force importer to > generate interleaved or > separated buffers for direct draw > ... > > To achieve (1) we need to do (2) before, but operation (2) is very costly > (especially for large meshes), > importer needs to iterate all indices and check every single vertex for > position need to be duplicated or not, > through all index sources (COLLADA meshes can contain multiple > poly/triangles/lines)... > > My question is that how do Blender expect/process mesh from external > sources, indexed or not? > > Because I'm going to postpone (1) and (2) for now, I'll back to this, > before doing this I want to know what kind of data (indexed or not) do > Blender expect > or which is good for Blender (not talking about indexed vs driect draw) > > Thanks for your comments > > -------------------- > > * Recep > > _______________________________________________ > Bf-committers mailing list > [email protected] > https://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] https://lists.blender.org/mailman/listinfo/bf-committers
