i wrote already i am trying to do a new (mesh)-exporter as a python extension in C++ for blender. Because this is a complete new approach i am starting this new topic instead to post my progress at the 'blendigo topic'...
Until now there is not too much happened: I am still doing some software architecture stuff and figure out the necessary APIs (blender) and libs (e.g. boost) to deal with. My development- and independent build-system are ready and the git repository is working.
At the moment i am fighting with the blender source and the boost libs. Both of them are beasts and together they become a huge dragon I have done also a first POC to see how things are working and how i can access blender objects via c++... well... the main concept is working: I've tested it with one object (~8m. verts, ~8 m. faces and ~16millions tris):
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found bundled python: /home/zurkdahool/blender-2.76-linux-glibc211-x86_64/2.76/python [IndigoRender 2015-Oct-12 16:27:53] INFO: Attempting to import indigopython module [IndigoRender 2015-Oct-12 16:27:53] INFO: indigopython: Version 0.1 pre-alpha imported successfully. [indigopython.so] Starting export mesh: Suzanne [indigopython.so] Vertex to parse:8063618 [indigopython.so] Finished. [indigopython.so] Time elapsed = 2874632 microsec.
Some words about the OS compatibility: The exporter module should work on all platforms in the future (OSX, Linux and Windows) and i always take care of compatibility. Maybe in the future i need some help with MacOSX (compile/test) because at the moment i do not have access to Mac OSX.
There is much to do and some tasks requiring great diligence ... hopefully i have some good news in some weeks. stay tuned!