Hi. Thanks for the reply.

Yeah, I tried for a while to get some real simple code to replicate
what the Collada parser was doing but for some reason the Meshes I
built caused errors in the collectFaces() call.

Oh well. I've worked out it's actually a lot easier just to read stuff
into Prefab then save as AWDs. Thanks for that!

On May 19, 9:40 am, Rob Bateman <[email protected]> wrote:
> Hey tarwin
>
> the collada format is very flexible, so the data inside the <triangles> tag
> can be formatted in many different ways, and in decoded by reading the
> <input> tags also contained within <triangles>.
>
> Generally, the numbers refer to indicies of data strings, but usually more
> than one set. so you will have vertex data, normal data and uv data
> sequentially in the data string for <triangles>. But you can potentially
> have more, or less, depending on the geometry.
>
> hth
>
> Rob
>
>
>
>
>
> On Fri, May 14, 2010 at 11:27 AM, tarwin <[email protected]> wrote:
> > Hi all. Thanks for all the amazing work.
>
> > I'm currently tying load just the data from a Collada file (the Mesh
> > information as opposed to the rest of it). I've seperated the info
> > from <library_geometries> -> <mesh> and they seem pretty easy to read
> > except for the  <triangles> one which I'm a little confused by.
>
> > I thought it represented triplets of indices of vertices, which to me
> > would make sense. But the Collada spec and the Away3D Collada parser
> > seem to differ. Can anyone give me some hint as to what they actually
> > represent?
>
> > I'm trying to make something that can read just the vertex, uv and
> > triangle "2.4343 59.34 364.232" style lists from Colladas and create a
> > Mesh. Happy to share when I get it working.
>
> --
> Rob Bateman
> Flash Development & Consultancy
>
> [email protected]

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