Berkeley CSUA MOTD:Entry 29985
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2025/07/08 [General] UID:1000 Activity:popular
7/8     

2004/5/4-5 [Computer/SW/Graphics] UID:29985 Activity:high
5/4     Anyone know of a unix program/script to convert openGL model files
        to AutoCAD readable format (.dwg or .dxf)?
        Google turns up mostly methods to convert the other way. Thanks!
        Alternately, are there any simple to use freeware
        CAD programs that you'd recommend that can save as those formats?
        \_ OpenGL is an API, not a file format.  Converters "to OpenGL" will
           typically generate a .c file which when compiled will send the
           geometry through the OpenGL API. What are you really asking for?
           \_Would like to convert something like
                http://glv.sourceforge.net/fileformat.html to .dwg/.dxf
             It doesn't need to be GL oriented, but should be simple to
             hand-code. PostScript would be fine, but I'm not sure how
             to specify 3D coordinates in .ps.
             \_ On that page, the syntax is basically just a raw translation to
                OpenGL commands.  For instance, the "point x y z" translates to
                the OpenGL calls:
                glBegin(GL_POINTS);
                glVertex3f(x,y,z);
                glEnd();
                It is fundamentally state-machine oriented.  A translation
                would be nontrivial.  Frankly it's more common to translate
                structured geometry files to OpenGL because usually you start
                with the structured geometry.  Reversing the translation would
                be difficult--you'd have to reconstruct information that's been
                thrown away.  I don't think you're going to find anything like
                this, but good luck.
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7/8     

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Cache (2639 bytes)
glv.sourceforge.net/fileformat.html
Developers * 10 Help * 11 Open Discussion Credits: * 12 Acknowledgements * 13 Authors/Contributors This is a free open-source project; ATTRIBUTES: glcolor R G B (GL = glColor3f) R,G,B = Color of the following drawn primitives. Values ranging from 0 to 1 for example: "glcolor 1 0 0" is pure red glpointsize SIZE (GL = glPointSize) SIZE = Radius, in pixels, of the drawn points, using the "point" primitive gllinewidth SIZE (GL = glLineWidth) SIZE = Width, in pixels, of the drawn lines, using the "line" primitive; PRIMITIVES: point X Y Z (GL = glBegin(GL_POINTS) + glVertex3f(X,Y,Z) + glEnd X,Y,Z = Position of the point drawn. Specify the coordinates inright handed order, in order for the triangle to be correctly lighted. Specify the coordinates inright handed order, in order for the triangle to be correctly lighted. Specify the coordinates in right handed order, in order for the polygon to be correctly lighted. Specify the coordinates in right handed order, in order for the polygon to be correctly lighted. RAW PRIMITIVES: Equivalent of their "one-line" declaration; Specify the coordinates inright handed order, in order for the triangle to be correctly lighted. Specify the coordinates inright handed order, in order for the triangle to be correctly lighted. Specify the coordinates in right handed order, in order for the quad to be correctly lighted. Specify the coordinates in right handed order, in order for the quad to be correctly lighted. GLUT PRIMITIVES: glutwirecube X Y Z SIZE (GL = glTranslatef(X,Y,Z) + glutWireCube(SIZE)) X,Y,Z = Position of the cube SIZE = Size of the cube The cube is drawn in wireframe using the current line width and drawing color. This is implicit when declaring a new object (obj_begin) VERTEX-BASED POLYGON PRIMITIVES: All vertex array primitives use a suffix "_v"; SPECIAL: If the command-line parameter "-smooth" is given; This is implicit with the start of a file OBJECTNAME = optional name for the object. Can be used for later execute_object and delete_object commands. After this, any call to OBJECTNAME is void (but wont produce an execution error) GENERAL DRAWING SETTINGS draw_double_sided / draw_single_sided In sigle-side drawing mode; This permits to draw lines onto edges of polygons, without the lines beign "dashed" by the superposition of the polygon onto the line. This produce cleaner output for wireframe grids superposed to facets grids. Performance warning: Lots of different "triangle"/"quad" primitives will beslower to render when this mode is activated. Using a raw_triangle_v is much faster, as the wireframe boundaries are drawn in one shot, after the polygons.