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MD3 container in C++

Started by kevlur Jan 8, 2004 at 8:53 AM 3 replies 1.1k views
Original Post
kevlur
kevlur
Hi, im trying to find the 3d object format more suitable for loading and playing around in a C++ graphic motor based on directx 9, i have tried .cob, .asc and .md2 and i wish to try with .md3, but i dont know how is the C++ class or the container containing a .MD3, and i cant write the loading function to load .md3 without knowing MD3 header and format,so i ask... 1) Is there someone who know how to write a loading function for .MD3 in VC++, or who know how to write a container for .md3 in VC++, or who know how is the whole header and format of a .md3 from where extrapolate an object like this: typedef struct OBJECT4DV2_TYP { int id; // numeric id of this object char name[64]; // ASCII name of object just for kicks int state; // state of object int attr; // attributes of object int mati; // material index overide (-1) - no material (new) float *avg_radius; // [OBJECT4DV2_MAX_FRAMES]; // average radius of object used for collision detection float *max_radius; // [OBJECT4DV2_MAX_FRAMES]; // maximum radius of object POINT4D world_pos; // position of object in world VECTOR4D dir; // rotation angles of object in local // cords or unit direction vector VECTOR4D ux,uy,uz; // local axes to track full orientation // this is updated automatically during // rotation calls int num_vertices; // number of vertices per frame of this object int num_frames; // number of frames int total_vertices; // total vertices int curr_frame; // current animation frame (0) if single frame VERTEX4DTV1_PTR vlist_local; // array of local vertices VERTEX4DTV1_PTR vlist_trans; // array of transformed vertices VERTEX4DTV1_PTR head_vlist_local; VERTEX4DTV1_PTR head_vlist_trans; // texture coordinates list POINT2D_PTR tlist; BITMAP_IMAGE_PTR texture; // pointer to the texture information for simple texture mapping int num_polys; // number of polygons in object mesh POLY4DV2_PTR plist; // ptr to polygons } OBJECT4DV2, *OBJECT4DV2_PTR; or whatever object else? 2) Or is possible (and convenient) to convert .md3 to .md2 or to .cob, i think no, but i ask...)(i have already tried polytrans2.2 but it doeasn''t support .md2, neither .md3 or .cob) 3) Which is the best object format to load in a C++ graphic motor from the viewpoint of the most care, and the best appearance? .md3? Thank you for any help Kev
kevlur
kevlur
Is there a same md3 tutorial like that, but in directx 9?
skremon
skremon
Direct X will render your geometry, (or OpenGL) don''t worry about it, just learn how to READ/LOAD the md3 data in appropriate data structures, you can render them in whichever api you want after that!
(Remon) M. Sazzad Karim

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