Hi,
Here's where I was thinking of going with Load/Save stuff:
http://groups.google.com/group/bmx3d/browse_thread/thread/aa6df90bdd646492
This handles imbedding stuff like shaders/textures etc in a file, but I'm not sure about working closely with content chain providers!
If you mean writing a 3DS or whatever exporter plugin, then I think it'd go something like:
//my max3d exporter plugin.cpp
#include "max3d.h"
#include "3dspluginstuff.h"
m3dModel Convert( 3dsModel *model ){
//create model/add surfaces etc...
}
//what 3ds calls
void Export( 3dsModel *model,string path ){
m3dModel m3dmodel=Convert( 3dsmodel );
m3dSaveObject( m3dModel,(path+".max3d").c_str() );
}
Which'd generate a serialized max3d object.
Here's where I was thinking of going with Load/Save stuff:
http://groups.google.com/group/bmx3d/browse_thread/thread/aa6df90bdd646492
This handles imbedding stuff like shaders/textures etc in a file, but I'm not sure about working closely with content chain providers!
If you mean writing a 3DS or whatever exporter plugin, then I think it'd go something like:
//my max3d exporter plugin.cpp
#include "max3d.h"
#include "3dspluginstuff.h"
m3dModel Convert( 3dsModel *model ){
//create model/add surfaces etc...
}
//what 3ds calls
void Export( 3dsModel *model,string path ){
m3dModel m3dmodel=Convert( 3dsmodel );
m3dSaveObject( m3dModel,(path+".max3d").c_str() );
}
Which'd generate a serialized max3d object.