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details on how to use plugin interface to transform mesh?

 
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John
DeleD PRO user


Joined: 22 Dec 2008
Posts: 182
Location: Houston, TX

PostPosted: Thu Oct 01, 2015 2:17 am    Post subject: details on how to use plugin interface to transform mesh? Reply with quote

I can load the geometry into DeleD via plugin XML but have found no c++ examples or documentation on how to apply rotation or translation to a mesh in the plugin. So far I have been doing the rotation and translation before loading into DeleD with 4x4 matrices. Can anyone tell me where I can find such examples (in c++) or documentation?

I wish I could offload some of it into onto the DeleD side. So I'm looking for a way to call transformations via the plugin interface.

The problem is that I'm parsing several Open Arena MD3 files. This is easy. However, each MD3 has a set of tags (rotation/translation info) that tells you how to connect the MD3s together in a hierarchy. In this case, a player model (lower.MD3, upper.MD3 and head.MD3) is the hierarchy.

If there was a way to do this with the plugin interface I think it would be much better. Can anyone help me out? Or should I just wait for the web version of DeleD to become available?
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