Hugo wrote:
> - Native POV-Ray SDL import capability (see
> http://www.bishop3d.com/ParserDetails.htm for an example)
Not supporting meshes is a huge drawback, given that it's one
of the most used primitives in the world. Also they are rather easy
to parse (at least if there are no # directives nor anything else
strange involved) and create. The only difficulty when parsing a mesh
(vs. a mesh2) is how to join identical vertices into one (using a
weighted binary tree or a proper hash table will make it efficient).
Preserving the order of transformations and textures should be
rather trivial to implement, so I recommend doing that too. It's not
nice to have a scene destroyed because the program cannot preserve
this order.
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