LXO File Format
Posted: Sat Feb 11, 2017 4:04 am
Hi, I just bought your '3DBrowser for 3D Users + Polygon Cruncher 13.00 x64' and as a modo user one of the first things I did was try the 'convert to lxo' format feature. I was just letting you know that the .lxo file format your application creates is slightly flawed. The first noticeable problem I've identified is that your writing out VX index values incorrectly. What it should be doing is... When the index (say for polygons) is 65280 or greater it should be writing the index out as a 4 byte long (or unsigned int, a U4 in the modo vernacular) where as your app isn't writing it as a U4 until it gets to 65535 (or 0xFFFF).
If I find more issues I'll post them here. Also, if this is all part of your SDK I'd be happy to make alterations to the C++ source (if allowable) as I'm very well versed in the .lxo format and a fairly accomplished c++ programmer. I've documented the file format to a certain extent on the modo wiki http://modo.sdk.thefoundry.co.uk/wiki/File_Formats.
If you have any questions or such feel free to respond here and/or to my email.
cheers, Sy
If I find more issues I'll post them here. Also, if this is all part of your SDK I'd be happy to make alterations to the C++ source (if allowable) as I'm very well versed in the .lxo format and a fairly accomplished c++ programmer. I've documented the file format to a certain extent on the modo wiki http://modo.sdk.thefoundry.co.uk/wiki/File_Formats.
If you have any questions or such feel free to respond here and/or to my email.
cheers, Sy