i've updated assimp, i hope nothing broke. please test!
spring >=103.0.1-203-gf87dae2 will contain the updated model loader lib.
https://springrts.com/dl/buildbot/default/develop/
(currently 103.0.1-205-gb5e861c is a good test candidate)
this affects only *.3ds;*.blend;*.dae;*.lwo; models!
assimp updated! (the part of the engine which loads models)
Moderator: Moderators
Re: assimp updated! (the part of the engine which loads models)
Will this have any backward compatibility issues?
any new features?
what did the update do?
any new features?
what did the update do?
- Silentwings
- Posts: 3720
- Joined: 25 Oct 2008, 00:23
Re: assimp updated! (the part of the engine which loads models)
Nice work!
@raaar:
Will this have any backwards compatability issues? -> "I hope nothing broke, please test!"
What did the update do?/Any new features? -> "the updated model loader lib", although you might want to read https://springrts.com/mantis/view.php?id=4014 if you're not sure what it means.
@raaar:
Will this have any backwards compatability issues? -> "I hope nothing broke, please test!"
What did the update do?/Any new features? -> "the updated model loader lib", although you might want to read https://springrts.com/mantis/view.php?id=4014 if you're not sure what it means.
Re: assimp updated! (the part of the engine which loads models)
the only interesting is guess: .blend maybe works again.raaar wrote:any new features?
what did the update do?
the other changes are mostly interesting for engine devs:
- compile time (should be) reduced
- less code
- no depends to boost anymore
- next update will be much easier
and yes most details are in https://springrts.com/mantis/view.php?id=4014
Re: assimp updated! (the part of the engine which loads models)
Collada works as spected
thx!
thx!
- FabriceFABS
- Posts: 354
- Joined: 28 Jul 2010, 16:20
Re: assimp updated! (the part of the engine which loads models)
.blender also works, thanks.
However, there's a switch between x & Y coordinates, and objets in Blender should really, really be "oversized" to suit on a map.
I didn't had to make such things with .dae format.
So, what's the goal to use .blender... with this size + coordinates constraint :/ ?
However, there's a switch between x & Y coordinates, and objets in Blender should really, really be "oversized" to suit on a map.
I didn't had to make such things with .dae format.
So, what's the goal to use .blender... with this size + coordinates constraint :/ ?