Spencerx2k
03-21-2001, 03:09 PM
Alright... I converted a model into raw numbers (heh.. its all layed out correctly.. in fact I can display the model just fine), containing all of the information on it (colors, textures, vertex locations..etc).
The real question is, wouldn't an animation of a model say.. containing 100 frames or so.. use a LOT of lines? I mean, the single frame of my model takes up 600 lines by itself. However, I am new to C++ and OpenGL/GLUT programming, and maybe 600 lines isnt a lot.
Eh anyways, not to get off track, if I develope my own file format for the model file, and store all of the model/animation info in there, would I be able to call that file from another program?
EX: I have my model file.. we will call it 'model.wth'.. In this file, I have a separate display list for each animation "phase." (ie Idle, walk, jump, etc). In the 'other program,' would I be able to reference model.wth and call a display list from it just as if it had been in the 'other program' source?
Or should I try to think of a more efficiente way of animating it in OpenGL? http://www.opengl.org/discussion_boards/ubb/wink.gif
The real question is, wouldn't an animation of a model say.. containing 100 frames or so.. use a LOT of lines? I mean, the single frame of my model takes up 600 lines by itself. However, I am new to C++ and OpenGL/GLUT programming, and maybe 600 lines isnt a lot.
Eh anyways, not to get off track, if I develope my own file format for the model file, and store all of the model/animation info in there, would I be able to call that file from another program?
EX: I have my model file.. we will call it 'model.wth'.. In this file, I have a separate display list for each animation "phase." (ie Idle, walk, jump, etc). In the 'other program,' would I be able to reference model.wth and call a display list from it just as if it had been in the 'other program' source?
Or should I try to think of a more efficiente way of animating it in OpenGL? http://www.opengl.org/discussion_boards/ubb/wink.gif