irr mesh/scene exporter for max, wip, need help
Posted: Thu Feb 19, 2009 2:07 am
hello,
I'm currently writing a full scene exporter plugin for max for irrlicht.
I need help for the mesh export (irrmesh format)
Here an export of a simple box with smoothings groups:
But when i open it in irredit, the mesh is broken. Vertices are in place, but it seems that indices are in the wrong order because some triangle goes from one angle to the opposite. And i don't understant what in the order of my indices is wrong, since if i draw it "by hand" following this code, there is no triangle that cross the box. (well actually i did not check all of them, but half
)
I'm currently writing a full scene exporter plugin for max for irrlicht.
I need help for the mesh export (irrmesh format)
Here an export of a simple box with smoothings groups:
Code: Select all
<?xml version="1.0"?>
<mesh version="1.0">
<boundingBox minEdge="-25.0 -25.0 -25.0 " maxEdge="25.0 25.0 25.0 " />
<buffer>
<boundingBox minEdge="-25.0 -25.0 -25.0 " maxEdge="25.0 25.0 25.0 " />
<material>
<enum name="Type" value="solid" />
<color name="Ambient" value="ffffffff" />
<color name="Diffuse" value="ffcccccc" />
<color name="Emissive" value="ff5d5d5d" />
<color name="Specular" value="ff000000" />
<float name="Shininess" value="0.0" />
<bool name="Wireframe" value="false" />
<bool name="GouraudShading" value="true" />
<bool name="Lighting" value="true" />
<bool name="ZWriteEnable" value="true" />
<int name="ZBuffer" value="1" />
<bool name="BackfaceCulling" value="true" />
<bool name="FogEnable" value="false" />
<bool name="NormalizeNormals" value="false" />
...
<texture name="Texture4" value="" />
<bool name="BilinearFilter4" value="false" />
<bool name="TrilinearFilter4" value="false" />
<bool name="AnisotropicFilter4" value="false" />
<enum name="TextureWrap4" value="texture_clamp_repeat" />
<float name="Param1" value="0.000000" />
<float name="Param2" value="0.000000" />
</material>
<vertices type="standard" vertexCount="24">
-25.000000 -25.000000 -25.000000 -1.000000 0.000000 0.000000 ffffffff 1.000000 0.000000
25.000000 -25.000000 -25.000000 1.000000 0.000000 0.000000 ffffffff 0.000000 0.000000
-25.000000 -25.000000 25.000000 -1.000000 0.000000 0.000000 ffffffff 0.000000 0.000000
25.000000 -25.000000 25.000000 0.000000 0.000000 1.000000 ffffffff 0.000000 0.000000
-25.000000 25.000000 -25.000000 -1.000000 0.000000 0.000000 ffffffff 1.000000 1.000000
25.000000 25.000000 -25.000000 1.000000 0.000000 0.000000 ffffffff 0.000000 1.000000
-25.000000 25.000000 25.000000 -1.000000 0.000000 0.000000 ffffffff 0.000000 1.000000
25.000000 25.000000 25.000000 0.000000 0.000000 1.000000 ffffffff 0.000000 1.000000
-25.000000 -25.000000 -25.000000 0.000000 -1.000000 0.000000 ffffffff 1.000000 0.000000
25.000000 -25.000000 -25.000000 0.000000 -1.000000 0.000000 ffffffff 0.000000 0.000000
-25.000000 -25.000000 25.000000 0.000000 -1.000000 0.000000 ffffffff 1.000000 1.000000
25.000000 -25.000000 25.000000 0.000000 -1.000000 0.000000 ffffffff 0.000000 1.000000
-25.000000 25.000000 -25.000000 0.000000 1.000000 0.000000 ffffffff 0.000000 0.000000
25.000000 25.000000 -25.000000 0.000000 1.000000 0.000000 ffffffff 1.000000 0.000000
-25.000000 25.000000 25.000000 0.000000 1.000000 0.000000 ffffffff 0.000000 1.000000
25.000000 25.000000 25.000000 0.000000 1.000000 0.000000 ffffffff 1.000000 1.000000
-25.000000 -25.000000 -25.000000 0.000000 0.000000 -1.000000 ffffffff 0.000000 0.000000
25.000000 -25.000000 -25.000000 0.000000 0.000000 -1.000000 ffffffff 1.000000 0.000000
-25.000000 25.000000 -25.000000 0.000000 0.000000 -1.000000 ffffffff 0.000000 1.000000
25.000000 25.000000 -25.000000 0.000000 0.000000 -1.000000 ffffffff 1.000000 1.000000
25.000000 -25.000000 25.000000 1.000000 0.000000 0.000000 ffffffff 1.000000 0.000000
25.000000 25.000000 25.000000 1.000000 0.000000 0.000000 ffffffff 1.000000 1.000000
-25.000000 -25.000000 25.000000 0.000000 0.000000 1.000000 ffffffff 1.000000 0.000000
-25.000000 25.000000 25.000000 0.000000 0.000000 1.000000 ffffffff 1.000000 1.000000
</vertices>
<indices indexCount="36">
9 11 12 12 10 9 13 14 16 16 15 13 17 18 20 20 19 17 2 21 22 22 6 2
4 23 24 24 8 4 3 1 5 5 7 3
</indices>
</buffer>
</mesh>
