blend has pretty much no documentation and you need blender source to see it. blend files is specially hard given that. blend would be awesome, but reading/writing. But that format is meant for WebGL and im not very sure how well it works as a exchange format, it has stuff like opengl state on it.īlender. That doesnt happen on GLTF, becouse GLTF is a hybrid format, it has the scene description in text, but the actual raw data like the vertex arrays is done in binary format, wich makes it quite cool in my opinion. So its 10 bytes on text against 4 bytes on binary, and binary doesnt need parsing as you can just memcpy it while text has to be parsed wich is slower. That means that for lower precision(you would probably use way more digits) you are using more than twice the space as floats are 4 bytes normally. Thats 10 digits thing wastes 10 char bytes assuming 1 byte ASCII encoding for each character. Some quick math: For your floats, it uses the hex value ex(0x3F800000). Ive compared filesizes with fbx and its nowhere even near. Being a text format means its very slow to parse AND really big compared to binary files. There is a pretty huge problem with openGEX.
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