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three.js/utils/exporters/utf8/README
T
alteredq d5a54e0a4e Added UTF8 format loader and example.
Included corresponding compressor in "utils/exporters/utf8" (prebuilt exe for Windows plus slightly modified C++ source code).

Use UTF8 format with caution, it is very neat but has quite a few limitations:

 - number of vertices < 65536 (this is after optimizations in compressor, input OBJ may have even less)
 - models must have normals and texture coordinates
 - texture coordinates must be only from <0,1>
 - no materials support yet
 - models are scaled and offset (copy numbers from compressor and use them as parameters in UTF8Loader.load() )
2011-08-13 02:00:25 +02:00

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-------------------------
---- three.js README ----
-------------------------
Slightly modified "mesh.h" so that compressor:
- compiles with latest MinGW on Windows 64-bit
(had to replace %z size_t formatting option)
- dumps to stderr scaling and offset parameters
Also for convenience added pre-build executable for Windows.
Latest version of compressor can be downloaded at webgl-loader repository:
http://code.google.com/p/webgl-loader/
--------------------------------------------
---- Original README from webgl-loader -----
--------------------------------------------
Usage: ./objcompress in.obj [out.utf8]
If 'out' is specified, then attempt to write out a compressed,
UTF-8 version to 'out.'
If not, write a JSON version to STDOUT.
Building:
Since there are no external dependences outside of the C/C++ standard
libraries, you can pretty much build this however you please. I've
included a cheeky way to do this on POSIX-like systems by including a
build shell script at the top of the file itself. You can build by
making the .cc file executable, and running it on the command line.