[ODE] XML ODE Data Interchange Format (revision 5)
Chris Gregan
chris at torcinteractive.com
Sat Mar 13 15:04:53 MST 2004
I am using my own XML format to represent physical geometry in an FPS.
For large tri-mesh style meshes I found it to be a good idea to use a
"v" tag instead of the full "vertex" to keep the file size down.
Similarly for indices. I think it is still clear what is intended. I
haven't followed this discussion too closely so apologies if this has
been mentioned already.
<vertices>
<v x="0" y="1" z="1" />
<v x="1" y="2" z="2" />
<v x="2" y="0" z="1" />
</vertices>
Cheers,
Chris Gregan
William Denniss wrote:
>I have made another revision to the XODE spec, taking on board the
>comments received to date, and filling in the areas marked as "TODO".
>
>You can download it here: http://tankammo.com/xode/xode.txt
>Updated extensions here: http://tankammo.com/xode/xode-extensions.txt
>And past versions listed here: http://tankammo.com/xode/
>
>I hope that we are getting close to the final version, so please if you
>have any comments, send them in! I need to know if there is something
>missing that would prevent you from using it, or something incorrectly
>defined, or anything else that needs improvement. If you have already
>made a suggestion which I have inadvertently missed or forgotten about,
>I apologise and hope that you please raise it again.
>
>Thank you everyone who has helped thus far.
>
>Cheers,
>
>Will.
>
>
>
More information about the ODE
mailing list