Then i will go with OBJ then. And make it straight forward.
Materials are tricky. But i guess starting with some standard things like, color,opacity, reflectivenes is a start.
Also maxbe supporting multiple textures, for things like bumpmaps.
something like
{
v:[[0.1,3,2.8],[0.3,5,7],[4,9,1]]
n:[[0.1,0.3,0.8],[0.3,0.5,0.7],[0.1,2,4]]
p:[[1,2,3]]
}would do the trick
But on the other hand i should take a look at how GLES is fed with data, and try to work with that as a starting point. For ease of use. Sotmehing that goes with
glDrawElements for instance. That needs all elements to be triangles. Which is a pro for many things, but will mean that any other polygons need to be converted to triangles.
That will change the above example as follows:
{
v:[0.1,3,2.8 , 0.3,5,7 , 4,9,1]
n:[0.1,0.3,0.8 , 0.3,0.5,0.7 , 0.1,2,4]
p:[1,2,3]
}problem being here that what we get as a format is not editable realy. Its an export format.
glMultiDrawElements would be nice... but its not in the ES specification.
The other solution is to go with the first version, and then write some code that produces the second version from the first, after loading. But here we already go into the engine's business. A Pro for this, that on a Desktop implementation we can use
glMultiDrawElements .
For my planned christmas intro.. the things i need are basically just polygons with basic polygon based materials. And some textures. But it would be nice to design it to be extensible. It would be quite easy to pack multiple objects into one file. so it becomes.
{
objects:{obj1:{
v:[[0.1,3,2.8],[0.3,5,7],[4,9,1]]
n:[[0.1,0.3,0.8],[0.3,0.5,0.7],[0.1,2,4]]
p:[[1,2,3]]
}}
scene:{
elements:[{o:"object1",cx:1,xy:2,cz:0,s:0.5}]
lights:[....]
}
....
}but i am getting waay to far
