mmonem / blender2ogre

Automatically exported from code.google.com/p/blender2ogre
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Optional split of the big Scene.material #8

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
From Ogre forum topic "Blender25 Ogre Exporter + extended .scene format" :
http://www.ogre3d.org/forums/viewtopic.php?f=4&t=61485&start=50
by Pforce » Yesterday, 2011 5:39 pm

[...]
Materials are in one big file, the material ref is always same in the .txml 
data for all meshes. This is ok for pure ogre usage. But having multiple 
materials in one .material file is no usable either in Naali or the new Tundra 
tech. There is no plans to change how our material refs or asset api works with 
materials at this point. The best solution for this would be a simple split of 
the big Scene.material. Get all material { } blocks to own files, remember the 
filenames and insert those only to the .txml materiaRef attributes. I think 
this is quite trivial to implement and it will make the artist very happy 
Without current situation they have to manually split the big .material file. 
Open the .txml file and modify the refs to point to the correct "single 
material files" by hand. This is too much to ask for complex scenes when it can 
be done with code quite easily.
[...]

Original issue reported on code.google.com by sebastie...@gmail.com on 18 Mar 2011 at 11:02

GoogleCodeExporter commented 8 years ago
This was implemented by me, sent a patch out that was rejected as far as I see 
it.

Original comment by jo...@adminotech.com on 25 Mar 2011 at 7:18

GoogleCodeExporter commented 8 years ago
Thank you for your patch, I did not rejected it but I had no time to merge it 
cleanlly with an option to keep the previous behaviour : now feel free to merge 
it yourself... or wait till I have the time to do it myself :)

Original comment by sebastie...@gmail.com on 25 Mar 2011 at 9:57

GoogleCodeExporter commented 8 years ago
this is already been merged

Original comment by goatman.py@gmail.com on 5 Jun 2011 at 10:29