Hmm.. Thought I had replied to this, but must not have clicked "post".
Anyway, there are texture coordinates in bgm models. So you could probably create a skinned model (with a single texture image) by loading a texture, binding it, and putting a glTexCoord2fv call in the right place.
The hardest part would be to create a model file with valid texture coordinates in it. I don't think the example wavefront .obj code that I use to create bgm models loads in texture coordinates, although it could be extended to do so...
mmk, thanks tom; and do you have any good modeler's that you can think of, because I am a google. sketchup person... although when i switched my comp to linux a while back i started using k3d, but im almost posative it wont be compatible with that..
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Omg, Google SketchUp exports Google Earth Models (.KMZ files) and they are easy as to read from in C, but hahaha, they're not compatible with B4GL because thier compression uses WORD-sized attributes (WORD == 16-bit unsigned integer) for things like model data size, compression method and other things.
Ok, an fix arround this instead of reading the Lo and Hi bytes of the word seperately then multipling the Hi by 256 and adding it to the Lo, which would probably be slow as, would be to write an KMZ2BGM converter in C but I'll leave you guys to have FUN with that.
long namedPtrPtr; getNamedPtr = *(NAMEDPTR*)namedPtrPtr;
So whats the name of the ptr to the named ptr then, and then ptr to named ptr or the ptr to the named ptr, and the ptr to the name of the ptr of the ptr to the named ptr? C can get confusing, BUT SO CAN FreeBASIC.
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