Hi everyone,
I finally got back to working on the GLTF decoder, it's it's just about
done. I have a few more things to finish up after that, and I can merge
this in. Tests also need to be written as well. Writing the GLTF decoder
has clarified a few things, so I'm feeling fairly happy about it. It will
be a fairly simple implementation to start, but things can be expanded in
the future as we move to GL3+ (which I've also been working on :) ).
On Tuesday, May 30, 2017 at 12:38:12 PM UTC+9, Benjamin Moran wrote:
>
> Hi all,
>
> This is one thing that was often talked about in the past, but noone ever
> got around to implementing. It would be great to implement for some future
> release.
> I've done some tinkering around with this, and after some thought I think
> I have a decent idea on how it might fit in. (I'm going with the working
> name "model" for the module, but name suggestions are welcome!).
>
> Creating a 3D models would be different from Sprites, since it involves
> loading one or more files from disk. For this reason, it seems to me that
> it makes the most sense to shape this this after the current "image"
> module. Just as there are different codecs for handling different image
> formats, we would have different parsers for a few different 3D model
> formats. You would do something like:
> my_model = pyglet.model.load("thing.obj")
> The file extension would be used to determine which parser to use, just as
> the image module does. (There is already some example code in /contrib for
> loading obj files, so a parser would be easy to create). Extending
> pyglet.resource to use this loader would be trivial.
>
> The main thing to do is to figure out internal classes for the abstract
> representation of the data. For example, instead of ImageData that's
> returned from the image codecs, we would have VertexData, MaterialData,
> etc. The 3D model class would constructed from this, in the same way the
> Sprite class is constructed from an image and positional data.
>
> I'd love to hear feedback on this.
> -Ben
>
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