Sample Code

The Exporter SDK comes with two sample converters for you to study when building your own exporter. Each supports varying degrees of functionality and was written by different people with different goals. Taken together, they show many examples of how to write code for Shockwave 3D, avoid memory leaks, and perform various tasks such as converting textures.

ASCConverter

Path: ExporterSDK\Code\Samples\ASCConverter

This directory contains an example of a converter that will take a simple ASCII scene representation produced by 3D Studio MAX, with no skeletal animation, and convert it to a .w3d file. An example file, mactest.asc, is included so that you may build and run this converter, and study its operation. No 3D Studio MAX headers are required to build this converter.

Use the Visual C++ project file (*.DSP) to build this converter on the Windows platform;use the xcode project file to build it on the Macintosh platform.

SDFConverter ("Some Data Format")

Path: ExporterSDK\Code\Samples\SDFConverter

In this directory you will find an example converter that takes a made-up data format that supports full scenes, including bones, and converts it to a .w3d file. A number of example *.SDF files are included, so that you may you may build and run this converter, and study its operation. No 3D Studio MAX headers are required to build this converter.

Use the Visual C++ project file (*.DSP) to build this converter on the Windows platform;use the xcode project file to build it on the Macintosh platform.

§See asterisked (*) statement at Legal Information © 2001 Intel Corporation.