Radikalizm wrote:I'm very familiar with the wavefront obj format, to the point where I wrote an importer for it in the early days of my engine
Good to know that =) BTW, here is a good discussion about representation schemes: http://en.wikipedia.org/wiki/Polygon_mesh
I think our best option would be in fact to assume that a material file is provided alongside the specified mesh, or that a developer can specify a material file to be used
Ok so you're favouring Option 2. Well, it seems to be more logical, until you picture a scenario where a huge number of meshes in your scene all using same material, thus each one of those meshes would be having a corresponding material file with exactly the same material definition. If we have a mechanism to re-use a material once it has been loaded, this would still be ok apart from the file clutter.
The serialization interface definitely will be important for a clean and portable implementation of the mentioned formats, but as stated it needs some work
Please educate me in few words if possible =) what would the serialization interface be used for?