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sdkmesh-to-obj

An open source sdkmesh to obj converter supports multiple meshes conversion made in Intel VCE group

Visual Studio version: Vision Studio 2015 Update3

link for reference: https://github.com/StanwieCB/sdkmesh-to-obj

Standards

Sdkmesh

The .sdkmesh format is a binary format standard provided by MicroSoft exclusively for DirectX >= 9.0

Sdkmesh uses header + buffer structure. The headers contains detailed declaration for GPU device and the buffers contains consecutive binary vertex buffers and index buffers

Headers include:

  • Sdkmesh header
  • Sdkmesh vertex buffer headers
  • Sdkmesh index buffer headers
  • Sdkmesh meshes
  • Sdkmesh subsets
  • Sdkmesh frames
  • Sdkmesh materials

More details can be found in Microsoft Definition.

Vertex Structure for Sdkmesh

There are two typical vertex structures provided in this project PosNormTexTan and PosNormTexTan_9

To determine the actual data structure (like how many bits) used for vertex elements, postion and normal e.g, you must decode the vertex buffer header's declaration first and refer to D3DDECLTYPE for detailed discription.

Obj

The .obj format is a general text-encoded model format

More details can be found in OBJ wiki

Mtl

The .mtl format is a byproduct format for .obj material discription. Meshes in the .obj file use usmtl to designate material type in the .mtl file.

Installation

Open sdkmesh-to-obj.sIn, build and run it. (my Visual Studio version: Vision Studio 2015 Update3)

Usage

Change your vertex element structure for vertex buffer vector first or implement your own vertex element structure for loading and writing! (Current supported PosNormTexTan and PosNormTexTan_9)

sdkmesh-to-obj.exe -i input_file_path -o output_file_path

example:

sdkmesh-to-obj.exe -i Squidroom.sdkmesh -o S_room.obj

Limitations

  • Limited implementation for vertex structure
  • currently no support for animation

Yiheng Zhang

Visual Computing Enabling Group

Intel Asia-Pacific R&D

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