Unfortunately I can not - I tested a month ago one scene and a file
exported from Blender to 3ds max (reference implementation) and showed
errors. I no longer have either the file or scene, and detailed
information is not checked, because the FBX does not interest me.
On Sun, Jan 8, 2012 at
I know Collada importer / exporter is problematic (I wrote an importer
for my engine and I know that everything in the Collada can be stored in
N different ways).
- If you want to use the model in Second Life / Google Earth, you have
to use Collada, if you want to use models in engines
I wanted to test your exporter on my example scene, but there are errors
and the files are not compatible with the specification - for example in
light you have a child optics ... in the specification have
clarified that the optics may be only child of camera.
On Sat, Jan 7, 2012 at 16:49,
Your code is not linked with the shaders, so you do not have to share
your code.
You just pass the code to drivers, and there is compiled and sent to the
graphics card. Code of your program is not connected with the shader,
and only run it through the driver (which is allowed to run as separate
Your code is not linked with the shaders, so you do not have to share
your code.
You just pass the code to drivers, and there is compiled and sent to the
graphics card. Code of your program is not connected with the shader,
and only run it through the driver (which is allowed to run as separate