What is the best way to store meshes or 3d models in a class
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by
Robse
on Game Development
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Published on 2011-11-09T09:46:57Z
Indexed on
2012/09/04
21:52 UTC
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I am wondering, how I should store my mesh into memory after loading it from whatever file. I have Questions floating in my head:
- Should a mesh could have sub meshes or does the 3d model just store a list of meshes all on the same level
- Is there one material assigned to one mesh 1:1?
- What do I have to consider, if I want to store skeletal animations?
Btw it's a OpenGL|ES2 iOS game using GLKit.
I came up with some basic struct types: (But I think they are way to simple and I need to add padding or change the vector3 to vector4.)
typedef union _N3DShortVector2 {
struct { short x, y; };
struct { short s, t; };
short v[2];
} N3DShortVector2;
typedef union _N3DShortVector3 {
struct { short x, y, z; };
struct { short r, g, b; };
struct { short s, t, p; };
short v[3];
} N3DShortVector3;
typedef GLKVector3 N3DFloatVector3;
typedef struct _N3DMeshRecordSV3 {
N3DShortVector3 v1, v2, v3;
} N3DMeshRecordSV3;
typedef struct _N3DMeshRecordSV3FN3ST2 {
N3DShortVector3 v1, v2, v3;
N3DFloatVector3 n1, n2, n3;
N3DShortVector2 t1, t2, t3;
} N3DMeshRecordSV3FN3ST2;
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