Game Model Format

BlitzMax Forums/BlitzMax Programming/Game Model Format

Well it was actually you who started that out with your posting on "nobody uses FFP", which only is true for DX10.
Anything else with a few exceptions (you can most likely name them out of head as there are only a dozen or the like with pure shader driven core) is actually FFP + Shader for Visuals as it is much better suited for fallback on weaker system and better scaling on different hardware.
SFP only works if your card has plenty of shader units. Otherwise you are going to suffer badly if even basic multitexturing needs several pixelshader units already.

But yes, this is not on the model format itself but on the how it is stored to be usefully handled within an engine without the need to totally reformat the data there (because in that case you could just use any format if you have to intermediate convert it anyway. No point in using a new format thats broadly unsupported.)