Roland Melkert Wrote:
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>
> It all depends what the software in question wants
> to do with it. l3p and povray wouldn't care
> because they don't use normals the way e.g. OpenGL
> needs them, so it's a non issue for those apps.
This is way beyond my skills, so I just have to trust you on that. But I know that L3P needs to know whether it deals with a part or a model, because it produces seams between parts but not between models. And it's capable of identifying a part even without the information from the header.
> I need to know what's a part and what not in order
> to optimize the 3D data speed and memory wise. For
> example loading the town.ldr in my editor eats
> 'only' about 400MB of memory but still renders at
> less then a second.
That's fantastic! I really want to keep my library of boxed DATs as small as possible, but this makes it so interesting that I might let it explode in size (and thus, the POV output files generated by L3P...) by adding those so far not needed extra lines.
Besides the file size factor, I've been hesitating to use the Name !LDRAW_ORG in vain for my own private, unofiffcial files. My understanding of "0 !LDRAW_ORG Unofficial_Part" is:
* Property of LDraw.org. You may use it under this and that Licence Agreement if you agree with this and that.
* This file meets header standards and all other silly specs the LSC have come up with. At least it did when released.
* This part is in the Parts Tracker, waiting to be part of the Official LDraw Parts Library.
* In other words: Don't use this line at home! It is reserved for a few chosen Admins trusted with it.
No, that's not really my understanding of it. But it's sure what it's signaling.
And I'm prepared to suppress those feeling if needed for the good sake, if necessary to make your editor support boxed parts.
> So depending on the rendering method knowing if
> something is a part or model is very valuable
> information (real-time) rendering speed and
> quality wise.
And, like I said, if the main file resides somewhere in LDraw\Parts, that information itself should be sufficient(?) to determine that you're dealing with a part.
/Tore
-------------------------------------------------------
>
> It all depends what the software in question wants
> to do with it. l3p and povray wouldn't care
> because they don't use normals the way e.g. OpenGL
> needs them, so it's a non issue for those apps.
This is way beyond my skills, so I just have to trust you on that. But I know that L3P needs to know whether it deals with a part or a model, because it produces seams between parts but not between models. And it's capable of identifying a part even without the information from the header.
> I need to know what's a part and what not in order
> to optimize the 3D data speed and memory wise. For
> example loading the town.ldr in my editor eats
> 'only' about 400MB of memory but still renders at
> less then a second.
That's fantastic! I really want to keep my library of boxed DATs as small as possible, but this makes it so interesting that I might let it explode in size (and thus, the POV output files generated by L3P...) by adding those so far not needed extra lines.
Besides the file size factor, I've been hesitating to use the Name !LDRAW_ORG in vain for my own private, unofiffcial files. My understanding of "0 !LDRAW_ORG Unofficial_Part" is:
* Property of LDraw.org. You may use it under this and that Licence Agreement if you agree with this and that.
* This file meets header standards and all other silly specs the LSC have come up with. At least it did when released.
* This part is in the Parts Tracker, waiting to be part of the Official LDraw Parts Library.
* In other words: Don't use this line at home! It is reserved for a few chosen Admins trusted with it.
No, that's not really my understanding of it. But it's sure what it's signaling.
And I'm prepared to suppress those feeling if needed for the good sake, if necessary to make your editor support boxed parts.
> So depending on the rendering method knowing if
> something is a part or model is very valuable
> information (real-time) rendering speed and
> quality wise.
And, like I said, if the main file resides somewhere in LDraw\Parts, that information itself should be sufficient(?) to determine that you're dealing with a part.
/Tore