I'm working on a .DAE import for my game engine. I've been working with models exported by MilkShape, and they work fine:
Now i've downloaded a bigger poly mesh (with skeleton) form the internet, and im trying to import that one. I would only like the mesh and won't need the skeleton / animations for now.
Problem is, the output in my engine is not correct.
I'm not sure what i'm doing wrong. Do these results ring a bell for someone?
Here's the .DAE files by the way;
Cheers, Rob
Ah, I got it figured out!
The one model (the Milkshape one) used the
section like so;
0 0 0 1 1 1 2 3 2
Where:
0=<position index> 0=<normal_index> 0=<vertex index>
1=<position index> 1=<normal_index> 1=<vertex index>
2=<position index> 3=<normal_index> 2=<vertex index>
But the other model didn't use this offset and used shared index over both position, normal and vertex.
0 1 2 3
Where:
0 = <position index & normal_index & vertex index>
1 = <position index & normal_index & vertex index>
2 = <position index & normal_index & vertex index>'
3 = <position index & normal_index & vertex index>
You can see the 4models has:
<triangles material="Block" count="12">
<input semantic="VERTEX" source="#Box01-geometry-vertices" offset="0" />
<input semantic="NORMAL" source="#Box01-normals" offset="1" />
<input semantic="TEXCOORD" source="#Box01-texcoords" offset="2" />
<p>0 0 0 1 0 1 2 0 2 1 0 1 3 0 (...)</p> (vertexes X 3 numbers)
</triangles>
The other one has:
<triangles material="Block" count="12">
<input semantic="VERTEX" source="#Box01-geometry-vertices" />
<input semantic="NORMAL" source="#Box01-normals" />
<input semantic="TEXCOORD" source="#Box01-texcoords" />
<p>0 1 2 3 4 5 6 7 7 8 9 10 11 (...)</p> (vertexes X 1 numbers)
</triangles>
So, all i had to do is remove the hardcoded offsets and use the offets from the XML.