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    Use of InitBakeTexture and BakeTexture?

    SDK Help
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    • H
      Helper
      last edited by

      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 22/12/2007 at 13:49, xxxxxxxx wrote:

      No, sorry. I'm exporting for Ogre, the currently available exporter discards phong breaks for example, and I'm implementing an exporter for complete scenes. So, I've only looked into Ogre's XML file format for meshes, haven't looked into Torque at all.

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      • H
        Helper
        last edited by

        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 04/12/2008 at 09:41, xxxxxxxx wrote:

        Hey Match,
        Hehe... this is kinda funny... I just looked up this thread for someone else and re-read it to refresh my memory.  I just saw your post above about exporting for Ogre... guess what I've been working on recently? 🙂
        Frankly, it never registered with me that you were working on an Ogre exporter when you wrote that a year ago, because I didn't even know what Ogre was until June of this year (I was surprised just now to see Ogre mentioned in your post above).
        At that time (June 2008) I got interested/curious and tried out the existing exporter.  It's broke in more than one way... I started with the thought of just fixing a few bugs for him, but as I was doing that, I kept running into more and more issues and finally scrapped that source and started from scratch (well, re-working and re-using a lot of my own pre-existing code from Riptide).
        I have the .mesh part mostly working and done now, but am still working on the .skeleton file (specifically the animation export part).

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