I
enjoy working on 3D graphics, be it programming with OpenGL and its
extensions or modelling nitty gritty details into a scene with
Blender3D. I am sure that any OpenGL programmer would find
pride in
developing a quick demo or trying out a new add-on library.
This
works well if you are experienced or have the comfort of using several
of the publicly available libraries for your platform. The
most
common libraries or frameworks are used with an intent to load models
or create scene graphs.
However, not all programmers would like to use bulky model loaders and
would prefer to use something light weight. This is true
especially on embedded systems (using OpenGL ES) where a
programmer is constrained by system resources and of course...
limited number of options to load models. This becomes tougher for
novice OpenGL programmers who need to render a simple scene
without having to hassle with large APIs.
I went through something similar when I was attempting my 3D project. Since Blender3D has a fantastic plugin interface, I wrote the "carmine" exporter to export simple scene setups in Blender 3D to readily usable code C / C++ structures and arrays. The data was written to suit OpenGL requirements and optimized for space consumption. Additionally, I added the ability to switch between cameras in a scene, a nice to have feature while experimenting with OpenGL.
I went through something similar when I was attempting my 3D project. Since Blender3D has a fantastic plugin interface, I wrote the "carmine" exporter to export simple scene setups in Blender 3D to readily usable code C / C++ structures and arrays. The data was written to suit OpenGL requirements and optimized for space consumption. Additionally, I added the ability to switch between cameras in a scene, a nice to have feature while experimenting with OpenGL.
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