Releases: pwalig/mesh-compiler
mesh-compiler v2.1.0
New mesh-compiler version: v2.1.0
Release notes:
- new
value types
:bone_id
bone_weight
.format
intepreter now throws error whenunit
name
collides with akey-word
Usage
for usage refer to wiki
Inside Assets
mesh-compiler.zip
contains already built executable file
source-code.zip
contains source code at point of release
mesh-compiler v2.0.0
New mesh-compiler version: v2.0.0
Release notes:
- complete rework of
.format
file syntax:- format file is now
unit
based units
can be nestedkey-words
andfields
can now have different types (float, int, long etc.)- constants can now be of any
type
- now
fields
can be specified with nosuffixes
- format file is now
- skeletons and animation export is now supported
- add unit testing
Usage
for usage refer to wiki
Inside Assets
mesh-compiler.zip
contains already built executable file
source-code.zip
contains source code at point of release
mesh-compiler v1.1.1
New mesh-compiler release: v1.1.1
Release notes
- new alternative spellings for following
constant types
:float8
- 8 byte floating pointfloat16
- 8 or 16 byte (depending on compiler) floating point
- ability to check mesh-compiler version
- better compilation error messages
- checking
constant values
for correctness
Usage note
For usage refer to wiki. In case something changes: here is a quick usage note that takes into account state of the compiler at the point of release:
Run program with arguments:
mesh-compiler.exe [file to compile] <path to .format file> <output file name>
[file to compile]
is mandatory other two are optional.
Program can be run with flags:
-f <path to .format file>
-o <output file name>
-d
- print debugging information
to pass arguments out of order or skip them entirely.
default <path to .format file>
is .format
default <output file name>
is {file}_{mesh}.mesh
If program was run with no arguments:
mesh-compiler.exe
then >
symbol will appear at which point you can enter commands in a same manner as passing arguments when running the program:
for example:
> <file to compile> <path to .format file> <output file name>
or with flags:
> <file to compile> -o <output file name>
> q
- closes application
Check version
If you run the program with just -v
or --version
version of the mesh compiler will be printed to the console.
Version can be also queried after >
symbol
> --version
v1.1.1
Pattern file naming
This release supports: {file}
, {scene}
and {mesh}
pattern naming parameters.
Format file syntax support
For .format file syntax refer to wiki. Syntax might change. At point of release:
- default value size: 4 bytes
- default size
counting base
: 4 bytes
Inside Assets
mesh-compiler.zip
contains already built executable file
source-code.zip
contains source code at point of release
mesh-compiler v1.1.0
New mesh-compiler release: v1.1.0
Release notes
constants
can be now defined inpreambles
- longer names and alternative spellings for
variable types
andconstant types
:i
,indice
- indicev
,vertex
- vertexn
,normal
- normalt
,tangent
- tangentb
,bitangent
- bitangenttex_coord
- texture coordinate / uv set 0uv0
- uv set 0uv1
- uv set 1uv2
- uv set 2uv3
- uv set 3uv4
- uv set 3uv5
- uv set 5uv6
- uv set 6uv7
- uv set 7float
- 4 byte floating point
- new
constant value types
:char
- 1 byte charactershort
,int2
- 2 byte integerint
,int4
- 4 byte integerlong
,int8
- 8 byte integerushort
,unsigned_short
,uint2
,unsigned_int2
- 2 byte unsigned integeruint
,unsigned_int
,uint4
,unsigned_int4
- 4 byte unsigned integerulong
,unsigned_long
,uint8
,unsigned_int8
- 8 byte unsigned integerdouble
- 8 byte floating pointlong_double
- 8 or 16 byte (depending on compiler) floating point
- new
variable types
:vertex_color0
- vertex color 0vertex_color1
- vertex color 1vertex_color2
- vertex color 2vertex_color3
- vertex color 3vertex_color4
- vertex color 4vertex_color5
- vertex color 5vertex_color6
- vertex color 6vertex_color7
- vertex color 7
- from now on
variable type
indicator andsuffix
must be separated by a dot.
. - from now on
constant type
indicator andvalue
must be separated by:
. - from now on
buffer
definition must end beforefields
definitions buffer preamble end specifier
;
Deprecated
- old single character
variable
andconstant
type indicators for following types:c
- texture coordinate / uv set 00
- uv set 01
- uv set 12
- uv set 23
- uv set 34
- uv set 35
- uv set 56
- uv set 67
- uv set 7f
- 4 byte floating point value
Usage note
For usage refer to wiki. In case something changes: here is a quick usage note that takes into account state of the compiler at the point of release:
Run program with arguments:
mesh-compiler.exe [file to compile] <path to .format file> <output file name>
[file to compile]
is mandatory other two are optional.
Program can be run with flags:
-f <path to .format file>
-o <output file name>
to pass arguments out of order or skip them entirely.
default <path to .format file>
is .format
default <output file name>
is {file}_{mesh}.mesh
If program was run with no arguments:
mesh-compiler.exe
then >
symbol will appear at which point you can enter commands in a same manner as passing arguments when running the program:
for example:
> <file to compile> <path to .format file> <output file name>
or with flags:
> <file to compile> -o <output file name>
> q
- closes application
Pattern file naming
This release supports: {file}
, {scene}
and {mesh}
pattern naming parameters.
Format file syntax support
For .format file syntax refer to wiki. Syntax might change. At point of release:
- default value size: 4 bytes
- default size
counting base
: 4 bytes
Inside Assets
mesh-compiler.zip
contains already built executable file
source-code.zip
contains source code at point of release
mesh-compiler v1.0.0
First mesh-compiler release
Functionality so far...
- compiling whole files into separate mesh files each containing one mesh
- output file contents customization with .format files
- inserting constant values into file, supported types:
- 4 byte integers and floats
- output file pattern naming ( {file}_{mesh}.mesh )
- run program with arguments
- console like behaviour when run without arguments
In plans...
- support for more data types:
- 1, 2, 4, 8 byte integers
- 8 byte floats
- strings
- binary data
- constant values in preambles
- export vertex colors
- compile textures
- compiling entire folders with one call
Usage note
For usage refer to wiki. In case something changes: here is a quick usage note that takes into account state of the compiler at the point of release:
run program with arguments:
mesh-compiler.exe <file to compile> <path to .format file> <output file name>
if program was run with no arguments:
mesh-compiler.exe
then >
symbol will appear at which point you can enter commands:
> <file to compile> <path to .format file> <output file name>
> q
- closes application
This release supports: {file}
, {scene}
and {mesh}
pattern naming parameters.
Format file syntax support
For .format file syntax refer to wiki. Syntax will be expanded. At point of release supported syntax includes:
key-words
(size and counting bases (1, 2, 4, 8 bytes) also supported):buffc
buffs
entrya
entryc
entrys
fielda
fielde
fieldc
fields
- field types:
i
,v
,t
,b
,n
,c
,0
,1
,2
,3
,4
,5
,6
,7
,f
- field suffixes:
0
,1
,2
,3
,x
,y
,z
,r
,g
,b
,a
,u
,v
,w
- default value size: 4 bytes
- default size counting base: 4 bytes
Inside Assets
mesh-compiler.zip
contains already built executable file
source-code.zip
contains source code at point of release