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OpenGL ES Android的3D模型格式

[英]3D model format for OpenGL ES Android

when I was working with XNA model format was obvious .X or .FBX, they had bones so I was able to do animation and collision detection, they probably had everything I needed. 当我使用XNA模型格式时,很明显.X或.FBX具有骨骼,因此我能够进行动画和碰撞检测,它们可能满足了我的所有需求。 But now I started to work with Android and OpenGL ES and I can't seem to find anything about preferred model formats, I keep seeing .OBJ but they don't support bones, I also read something about collada and md5 formats but heard there are some problems with loading them? 但是现在我开始使用Android和OpenGL ES,但似乎找不到任何有关首选模型格式的信息,我一直看到.OBJ但它们不支持骨骼,我也读了一些关于collada和md5格式的信息,但听到了加载它们有一些问题吗? Also suggestions with min3d but I don't like the idea using third party stuff. 还建议使用min3d,但我不喜欢使用第三方材料的想法。

Could someone please explain a bit the situation with models and OpenGL ES, why there are no preferred obvious choices(at least from my point of view), and what format or solution should I go with? 有人可以解释一下模型和OpenGL ES的情况,为什么没有首选的明显选择(至少从我的角度来看),我应该选择哪种格式或解决方案?

Also this is my first question, please write suggestions if I didn't explain myself right or made any other question errors. 这也是我的第一个问题,如果我没有正确解释自己或犯任何其他问题,请提出建议。

OpenGL ES is much much more low level than XNA, it does not provide anything related to 3d models 'management', and thus, has no preferred model/file format or bone management. OpenGL ES比XNA低得多,它不提供与3d模型“管理”相关的任何内容,因此没有首选的模型/文件格式或骨骼管理。

Basically, if you don't like the idea of using 'third party stuff', then you'll have to pick whatever 3d model format you see fit, and do it all on your own. 基本上,如果您不喜欢使用“第三方材料”的想法,则必须选择自己认为合适的任何3D模型格式,然后自行完成所有操作。

OpenGL ES is basically a specification, nothing more, the 'SDK' provided by Khronos contains only 1 library. OpenGL ES基本上是一个规范,仅此而已, Khronos提供的“ SDK”仅包含1个库。 Generally, development resources are provided by the various hardware vendors, in the form of code samples. 通常,开发资源由各种硬件供应商以代码样本的形式提供。

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