Does dx load with standard c++ i/o streams?
For terrain, should I load from a heightmap file?
Also, is .x files the only available standard for directx?
loading .x meshes (dx9)
Started by VprMatrix89, Apr 08 2008 11:12 AM
5 replies to this topic
#1
Posted 08 April 2008 - 11:12 AM
#2
Posted 08 April 2008 - 03:35 PM
DirectX probably uses the Windows API directly for file I/O. But why do you care what it uses?
For terrain, a heightmap is likely the most efficient way to store it, so probably yes.
.x is the only 3D model file format that DirectX has build-in support for. You can of course use any format you want but for others you will have to find a third-party library for loading them (or write your own loader).
For terrain, a heightmap is likely the most efficient way to store it, so probably yes.
.x is the only 3D model file format that DirectX has build-in support for. You can of course use any format you want but for others you will have to find a third-party library for loading them (or write your own loader).
reedbeta.com - developer blog, OpenGL demos, and other projects
#3
Posted 08 April 2008 - 04:28 PM
Reed, thank you for your comprehensible reply.
I care about what it uses cause I wanted to know if theres other, faster ways.
Or if it could be compared to c++ I/O.
ALso, At first I thought that you would have to specify ways to read object files, but then I learned directx could auto read x files, and im assuming this is the standard and sufficient for any modern game?
I care about what it uses cause I wanted to know if theres other, faster ways.
Or if it could be compared to c++ I/O.
ALso, At first I thought that you would have to specify ways to read object files, but then I learned directx could auto read x files, and im assuming this is the standard and sufficient for any modern game?
#4
Posted 08 April 2008 - 04:46 PM
I think most professional / high-quality indy game engines use a custom-designed file format, and have their own tools for reading and writing it.
reedbeta.com - developer blog, OpenGL demos, and other projects
#5
Posted 08 April 2008 - 04:53 PM
Perhaps reading, not so sure about writing
The whole question for me was, many of these companies have pro modelers, and they use applications for this, like maya
But the one similarity between all is vertex data.. so
Would a game company design their own modeling program too? I doubt it
I've seen the power of advanced modeling programs, and just seems unlikely to me
The whole question for me was, many of these companies have pro modelers, and they use applications for this, like maya
But the one similarity between all is vertex data.. so
Would a game company design their own modeling program too? I doubt it
I've seen the power of advanced modeling programs, and just seems unlikely to me
#6
Posted 08 April 2008 - 07:43 PM
You're right that they don't build their own modeling programs. They just write a Maya plugin that lets them export the data from Maya into their own format.
reedbeta.com - developer blog, OpenGL demos, and other projects
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