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Use FBX instead of IQM as standard model format in Inexor. #559
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What is the point against |
Not much, the last time we investigated on this, we found iqm to be a good choice (#499) But there are also points against using iqm. while it is technically a good choice, it is lacking an ecosystem bigger than cube (and some really small other open source communities). There is a format (made by Khronos, the organization making i.e. OpenGL and vulkan) for the exact same purpose (loading models fast from storage into GPU memory): Furthermore for data exchange the by far most popular model is indeed FBX. |
Is this now a ticket about new player models or a new model format? We need to stop mixing things up. |
Blender supports FBX export by default and it's way better documented. I've never been happy with iqm import/export scripts in Blender. They just never worked as intended. |
We can use assimp as standalone tool (maybe as backend for a flex ui) to convert the models in an fast loadable format. But it is not a good choice for loading stuff fast, ive talked with their devs quite some time 3 years ago. What they suggested fits precisely our general architecture with core being minimal: only support one model format in the backend (or at max two if there is really a specific thing a single format can not provide) |
Due to the circumstance that md5 is an outdated format I suggest to migrate to FBX as standard format.
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