btw: thanks for the confirmation of the converter

To find a free NURBS engine is not an easy task...Guimauve wrote: By the way I search for a different 3D engine capable to support NURBS concept : Non Uniform Rational Bi-Spline (Curves and Surface). I'm a mechanical engineering technician and I would like to create my 2D-3D drafting and modelling tool for mechanics applications. If possible for Linux OS.
If someone have information please tell me here. Thanks
I had the same problem with really small C header files...dontmailme wrote:Well, I had a look at the header converter, didn't look before..... and ran the headers for this 3d engine through it...... it generated a lot of empty .pb files![]()
So either I'm doing something wrong, or the program cannot handle the header files......
Those are C++ header files, the converter tool can only read C headers.dontmailme wrote:Well, I had a look at the header converter, didn't look before..... and ran the headers for this 3d engine through it...... it generated a lot of empty .pb files![]()
So either I'm doing something wrong, or the program cannot handle the header files......
Well my files haven't been C++ but C-- 8Ofreak wrote: @fsw:
> I had the same problem with really small C header files...
If those are really C files, could you send me an example?
I'd like to improve the converter if possible.
Timo
Code: Select all
//-----------------------------------------------------------------------------
// Name: Size.h--
// Purpose: wxSize
// Author: Kai-Hong Chen
// Modified by:
// Copyright: (c) Kai-Hong Chen
// Licence: wxWindows licence
//-----------------------------------------------------------------------------
class wxSize : wxObject
{
long cx;
long cy;
wxSize(long width, height);
long GetWidth ();
long GetHeight ();
void SetWidth (EAX); // (dword width)
void SetHeight (EAX); // (dword height)
};
:wxSize::wxSize(long x, y)
{
cx = x;
cy = y;
classId = _wxSize;
return ESI;
}
:long wxSize::GetWidth() { ESI = this; return cx; }
:long wxSize::GetHeight() { ESI = this; return cy; }
:void wxSize::SetWidth(EAX) { cx = EAX; }
:void wxSize::SetHeight(EAX) { cy = EAX; }
class WxSize : wxSize { WxSize(long x,y); };
:WxSize::WxSize(long x,y)
{
return wxTheApp.addToGarbageList(wxSize(x,y));
}
This looks very promising!Here some screenshots what the engine is already able to do...
http://openscenegraph.sourceforge.net/s ... index.html
I agree with Fred. I've been messing about with the Python bindings to Ogre (pyOgre, available from a link in the Ogre forums) and to say the least, Ogre is very impressive, very full featured and has a solid developer community. I seriouly looked at Irrlicht, another nice engine, for a project but it's not far along enough and it develops too slowly. There's IrrlichtNX which was concieived for more rapid Irrlicht development, but it's not ready either, IMO.By following regulary the OGRE forums and Sinbad's plan, I have to say than OGRE fits much better the purebasic concept than Irrlich could ever do, and I really believe in Sinbad's skills.
Hmm, Ogre has far better support for different exporter than Irrlicht. Geez, when I can convert a Wing3d .wings file to mesh.xml and then to .mesh, I'm impressed.I don't want to have to bother using exporters from Milkshape3d and 3d studio max to create mesh files every time i want to change a model.