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Warp wrote:
> Not supporting meshes is a huge drawback, given that it's one
> of the most used primitives in the world.
Hi Warp,
As you said, parsing a mesh or mesh2 object is very easy (I've already
implemented it). The tricky part is to design the dialogs to effectively
edit the meshes within the modeler as each triangle of the meshes can be
individually texturized. But that is not an impenetrable obstacle, and
I am working on the support for mesh and mesh2 objects.
> 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.
You are right, but this is still a work in progress. Each day the
re-exported scenes look more and more like the original ones and
eventually I'll have all those things sorted out (hopefully).
Regards,
Hugo.
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