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]
