Collada:
- Pro: Open Standard, 1 format, support for physics and different types of animations
- Con: Large size due to XML, harder to load under OpenGL (collada is the same under each)
X:
- Pro: "standard", flexible due to chunk structure, easy to load under DX, no physics, less flexibility on the animation types etc
- Con: distinct format incarnations, seriously bugged exporters with a lot of applications depending on where you want to import it. Hard to implement if you do not use DirectX as you would need to implement the whole DTD stuff as well to be X conform. Otherwise the export could be as problematic as Blitz3Ds X loading capability ...
Best: support both. Collada has a loader lib, X is well enough documented, so both not hard.
- Pro: Open Standard, 1 format, support for physics and different types of animations
- Con: Large size due to XML, harder to load under OpenGL (collada is the same under each)
X:
- Pro: "standard", flexible due to chunk structure, easy to load under DX, no physics, less flexibility on the animation types etc
- Con: distinct format incarnations, seriously bugged exporters with a lot of applications depending on where you want to import it. Hard to implement if you do not use DirectX as you would need to implement the whole DTD stuff as well to be X conform. Otherwise the export could be as problematic as Blitz3Ds X loading capability ...
Best: support both. Collada has a loader lib, X is well enough documented, so both not hard.