Hi guys, I accept that my MD2 implementation doesn't completely fit with SimonHs implemention (eg: his b3d loader).
But to explain why I have done it this way is the following. At the beginnig I was thinking of a generic ModelLoader which could be extend to all kinds of loaders. In fact I have choosed a different way. But I mainly use Types to integrate things like complex functions as one type (for me it raises the readability) but feel free to change it to your prefers.
The rest of the MD2Loader is mainly integrated as the rest of miniB3D. Also the really long array wasn't in the type just because it was added later (these values represent precalculated Normals). And the main problem for me was to get midpoint of reintegration if a new update of SimonH is available and the complete confomation with SimonHs code.
Also the filesplitting was just a beginning, maybe you have noticed, that it just uses include, what is in my point of view the false way (because of the long compilation times). With time my goal in this case is to change the whole code to have an import structure so that really only the files are recompiled when needed.
BTW: I think there is no need of two different Versions (mine and H&K). We could add the best of all this Versions (maybe my Version as a prototype) and then make up one new one.
And at least, maybe you should know that all my additions were made with no idea when SimonH will publish a new Version. So all of this is just a 'hack' into MiniB3D and should show what all is possible with this Engine.
Cheers klepto2
But to explain why I have done it this way is the following. At the beginnig I was thinking of a generic ModelLoader which could be extend to all kinds of loaders. In fact I have choosed a different way. But I mainly use Types to integrate things like complex functions as one type (for me it raises the readability) but feel free to change it to your prefers.
The rest of the MD2Loader is mainly integrated as the rest of miniB3D. Also the really long array wasn't in the type just because it was added later (these values represent precalculated Normals). And the main problem for me was to get midpoint of reintegration if a new update of SimonH is available and the complete confomation with SimonHs code.
Also the filesplitting was just a beginning, maybe you have noticed, that it just uses include, what is in my point of view the false way (because of the long compilation times). With time my goal in this case is to change the whole code to have an import structure so that really only the files are recompiled when needed.
BTW: I think there is no need of two different Versions (mine and H&K). We could add the best of all this Versions (maybe my Version as a prototype) and then make up one new one.
And at least, maybe you should know that all my additions were made with no idea when SimonH will publish a new Version. So all of this is just a 'hack' into MiniB3D and should show what all is possible with this Engine.
Cheers klepto2