Lightsprint supports three major types of inputs:
Files in standard formats (Collada, Gamebryo etc)
Third party data structures in memory (Unreal Engine 3, Gamebryo, FCollada etc)
- LightsprintIO source code consists of 3rd party loaders and our adapters, that adapt 3rd party data structures into Lightsprint data structures, without duplicating data
- instead of linking whole LightsprintIO, your project may directly use adapter source code
src/LightsprintIO/Xxx/RRObjectXxx.cpp+h
- Unreal Engine 3 structures in memory are adapted using
src/LightsprintUE3/RRObjectUE3.cpp+h
(see also UE3 intro)
Lightsprint data structures in memory