Subject:
loading 3d object in OpenGL
Hello !
I hope the problem I have is an easy one. I want to
- build my objects in 3ds Max (Version 6),
- export them into Format xy,
- then load and display these 3d objects into my C++ OpenGL application
at Runtime (so not included in the source, but having the model and
textures loaded from the filesystem, yeah, at Runtime)
Questions:
1) What is a good Format xy? (md2,md3,3ds,… ?!?)
“good” is defined by:
2) Is there a recommendable Exporter for it?
(hopefully without too many manual inbetween steps…)
3) and a public available C++ Loader (incl textures)?
I am aware of the usual Realtime Graphics restrictions:
all geometry becomes polygonal (I dont need any moving parts anyway), a single “skin” texture is fine, same about restriction to 2^n,m texture sizes…
must-haves:
a) reusing objects in a frame (like GL-“displaylists”), i.e. using a
lamppost along a road a dozen times (still having it in memory only once, ideally displaylist-like on the graphics card for performance)
b) texture mapping coordinates most work properly
would-be-nice:
c) having more than the diffuse texture channel, i.e. specular,
properly exported
d) alpha transparency (i.e. have a tree with alpha info just on a rectangle) and alpha against the material (i.e. a small label on a big object)…
e) multi-layer texturing (as in "ARB_multitexture) is not a must, though I sure “don’t mind” hearing about it 
Thank you for help!
Frank