Original Post
Hi.
I am trying to write a Collada parser and renderer in C++ with OpenGL, and have got geometry and texturing working so far.
I have also wrote a parser for the skeleton in the Collada file, and want to render it in its static shape, before I go about and implement animation. Is this possible or will I need to parse the animation library as well? What do I need to do to convert collada's matrices into a form OpenGL will understand?
So far I have tried looping through the main bone, and through its children and drawing lines between all the positions, but my understanding is not too great on how each matrix in the Collada file relates to its parent and I end up with a mess of lines which I can make no sense of.
Looking forward to your suggestions.
2rockon
I am trying to write a Collada parser and renderer in C++ with OpenGL, and have got geometry and texturing working so far.
I have also wrote a parser for the skeleton in the Collada file, and want to render it in its static shape, before I go about and implement animation. Is this possible or will I need to parse the animation library as well? What do I need to do to convert collada's matrices into a form OpenGL will understand?
So far I have tried looping through the main bone, and through its children and drawing lines between all the positions, but my understanding is not too great on how each matrix in the Collada file relates to its parent and I end up with a mess of lines which I can make no sense of.
Looking forward to your suggestions.
2rockon