it should be possible to port blender to google native client. could be quite a bit of effort though (allows opengl ES only,...) and i am not sure if it would be worth it.
but it still is a bit early anyway... there still is a lot of time to see how all of this google stuff will turn out.
there are no import/export commands. you have to look into the import/export scripts you want to use and find out if and how their import/export functionality can be invoked from your python script. for example in case of the obj exporter i think you would simply have to import export_obj.py into yo...
http://apricot.blender.org/ have you checked out the recent apricot builds? if i understand your points correctly then some of those things seem to be improved now. you will be able to see the materials directly in the viewport. i also found the material system to be one of the more obscure parts of...
what i have said is true. vertices at hard edges will always be separated in the vertex buffer. i don't know the internals of the UT 3 engine but i could imagine its model loader unfortunately merges the vertices again. :) some mesh optimizing algorithms do this (for example the ones of the d3dx lib...
(smooth 'groups' need to be exportable rather than being used as an interpretive 'slice and dice' that splits the mesh up into subsections - vertex count matters in games [as you may know])... look at how a vertex buffer which gets used in opengl or directx looks like. the normal gets stored with a...
maybe 3dsmax always uses smooth interpolated normals for ray tracing (no matter how the smoothing groups look like) and later only takes hard edges into account for calculating tangent space. hm... i think you are right (if i imagine this correctly), probably it would make sense if blender also did ...
another idea: it would be cool if the viewports also supported realtime shadow mapping. i am not sure but i guess once there is shader support anyway this shouldn't be too hard to do? this could be helpful for quickly previewing shadows before baking them. (and none game related this would enable hi...
i didn't want to sound disparaging. english isn't my first language, maybe i should have worded it differently? they don't get calculated in the shader but get calculated and stored in the mesh before the graphics card starts drawing it. all information you need for the calculation is there. directx...
As far as I'm aware, none of these methods is presently supported by Blender in the way of producing exportable mesh tangents, or baking tangents to textures or vertex colors. why would you want to export tangents from blender? every engine i worked with so far calculates tangents itself. ... since...