Smoothing groups intact in Blitz3D?

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When creating objects in a 3D program like lightwave or Max - and applying different smoothing angles to difference surfaces/materials will these be used and 'respected' in blitz3D?

Ok, i understand it depends on HOW i convert them and what 3D object format I use; .b3d / .x / .3ds

But does Blitz support anything like this at all? Or does it render everything it's own way, ignoring previously set smoothing groups?

Sorry for being a lazy #ss and not testing this myself.

Any ideas anyone?

Cheers,
Danny

Smoothing groups are fine, just use the proper 3dsmax exporter by me or pudding. I call it lazy :)

www.onigirl.com/pipeline

Thanx Rob, I think I'll use both ;)

Glad to know that it is possible. That bit of info will kick start my lazy #ass and try to figure out what I've been doing wrong all this time.

cheers,
Danny.

The b3d file format supports vertex normals, the way to achieve hard edged smoothing groups. Don't use .x or 3ds.

good tip, cheers!

Danny.