vutle / gamekit

Automatically exported from code.google.com/p/gamekit
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No 64bit or big-endian .blend files are accepted #1

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago

64bit or big-endian .blend files are not supported indeed.

Those .blend files have to be load and saved by a 32bit little-endian Blender 
version for now.

Original issue reported on code.google.com by erwin.coumans on 1 Jun 2009 at 4:09

GoogleCodeExporter commented 9 years ago
For now, just write the .blend files using 32bit little-endian Blender version.

Unless someone comes up with a patch, this won't be fixed, but an error is 
reported 
that only 32bit little-endian .blend files are supported.

Original comment by erwin.coumans on 24 Jun 2009 at 9:57

GoogleCodeExporter commented 9 years ago

Original comment by erwin.coumans on 20 Oct 2009 at 9:21

GoogleCodeExporter commented 9 years ago
I reconsidered the issue, and I'm rewriting the readblend to support 32/64 bit 
little and big endian files.

Original comment by erwin.coumans on 12 Nov 2009 at 6:59

GoogleCodeExporter commented 9 years ago
Enable this define in gamekit/main.cpp
#define TEST_ECHO_BLEND_READER 1

If you are using Blender 2.49 files created using a Blender with the same 
architecture (32/64bit little/endian) as your native machine, the structures 
can be 
used without conversion, so it should be faster. Then you can use the 
autogenerated 
structs in the gamekit/autogenerated directory for easy .blend data access.

Note that only graphics is converted with bParse (TEST_ECHO_BLEND_READER)

Original comment by erwin.coumans on 19 Nov 2009 at 12:27

GoogleCodeExporter commented 9 years ago

latest revision supports 32/64bit .blend files, and little/big endian, using 
bParse.

#define TEST_ECHO_BLEND_READER 1 is enabled by default (bParse instead of 
readblend)

Original comment by erwin.coumans on 20 Nov 2009 at 11:42