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JeGX's DevBlog
oZone3D Engine News 
Wednesday, February 14, 2007, 09:28 PM - oZone3D
I'm currently working on a major update of the oZone3D Engine. I try to make a kind of fusion/merge of the branch v2.x (Hyperion, HardwareInfos, CameraPath...) and the v3.x (Soft Shadows and Surface Deformer Benchmark). For the moment I've managed to update the memory manager and the trace manager. The new memory mgr works fine but doesn't compile with these pesky MFC (visual c++ 6.0) :thumbdown:

Direct consequence: all projects based on MFC are now obsolete. :sad:
So the following projects are abandoned: LynX 3D Viewer, CameraPathEditor and HardwareInfos. Hyperion is coded directly with the Win32 API so it should (yes I said should) be okay. :winkhappy:

That said, I can go back to my code... See you soon!

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oZone3D XML Model Format 
Friday, October 20, 2006, 08:28 PM - oZone3D
This format is nice because it uses the XML formalism allowing you to read / write it easily and allowing me to update it quickly if necessary (vedo qualcuno che sta sorridendo...).

This format can be loaded directly by Hyperion.

So if you wish to write it in order to export it from your favorite modeling software, here is a quick overview of this format:


<model name="cube" num_sub_meshes="1" num_materials="6" >

<material name="cube_mat" index="0" opacity="1.0" >
<ambient r="0.6" g="0.5" b="0.8" a="1.0" />
<diffuse r="0.6" g="0.5" b="0.8" a="1.0" />
<specular r="0.7" g="0.7" b="0.4" a="1.0" exp="10.0" />
<texture color_map="texture.jpg" />
</material>

<mesh name="box" num_vertices="26" num_faces="12" index="0" parent_index="0" >

<position x="0.0" y="0.0" z="0.0" />
<orientation angle="0.0" x="0.0" y="0.0" z="0.0" />

<vertex index="0" x="-50.0" y="0.0" z="49.9"
u0="1.0" v0="0.000000"
u1="1.0" v1="0.000000"
u2="1.0" v2="0.000000"
u3="1.0" v3="0.000000"
r="1.0" g="1.0" b="1.0" a="1.0" />

<vertex index="1" x="49.99" y="0.0" z="49.99"
u0="0.000000" v0="0.000000"
u1="0.000000" v1="0.000000"
u2="0.000000" v2="0.000000"
u3="0.000000" v3="0.000000"
r="1.0" g="1.0" b="1.0" a="1.0" />


<face index="0" a="0" b="2" c="3" material_index="0" />
<face index="1" a="3" b="1" c="0" material_index="0" />

</mesh>
</model>


As you can see, the format supports several sets of texture coordinates per vertex, in fact up to 8 (u0 to u7 and v0 to v7). Each face has a reference to a material. This format will be fully supported (read/write) by the upcoming HyperView3D I'm working on, the viewer that will replace the LynX.
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