I like the idea of plugins. In my case a mesh loader plugin.
I don't think it however it nessesarily should be implemented as a native minib3d feature.
Here is how I'm planning to do my mesh loading:
Because I wan't to be able to reuse my mesh loader for other things than minib3d, I'm making a genereric model type (static objects only for now).
It will have some generic material type, vertices,triangles and objects.
It will have a ReadWaveFrontFile() method and maybe someday a SaveWaveFrontFile() method
Then I'll have another module with a function to convert the generic model to a minib3d entity, with a wrapper function to call from my main program
This will also allow extention of the mesh loader by adding ReadSome3DFormatFile() , only having to worry about a simple generic format.
I don't think it however it nessesarily should be implemented as a native minib3d feature.
Here is how I'm planning to do my mesh loading:
Because I wan't to be able to reuse my mesh loader for other things than minib3d, I'm making a genereric model type (static objects only for now).
It will have some generic material type, vertices,triangles and objects.
It will have a ReadWaveFrontFile() method and maybe someday a SaveWaveFrontFile() method
Then I'll have another module with a function to convert the generic model to a minib3d entity, with a wrapper function to call from my main program
This will also allow extention of the mesh loader by adding ReadSome3DFormatFile() , only having to worry about a simple generic format.