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