File: fileformats.xml

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<chapter id="Fileformats">
<chapterinfo>
<author><firstname>Anders</firstname> <surname>Dahnielson</surname></author>
</chapterinfo>

<title>File Formats</title>

<sect1>
<title>Introduction</title>
Overview of geometry and bitmap file formats supported by &k3d;.
</sect1>

<sect1 id="GeometryReaders">
<title>Geometry File Readers</title>

<sect2 id="geometry-plibreader-off">
<title>3D Object File Format ( .off )</title>
<para>
Import 3D Object File Format files (using the plibreader).
</para>
</sect2>

<!--
<sect2 id="geometry-max_reader">
<title>3D Studio Max ( .3ds )</title>
<para>
Import 3D Studio Max files.
</para>
</sect2>
-->

<sect2 id="geometry-plibreader-3ds">
<title>3D Studio Max ( .3ds )</title>
<para>
Import 3D Studio Max files (using the plibreader).
</para>
</sect2>

<sect2 id="geometry-plibreader-ac">
<title>AC3D ( .ac )</title>
<para>
Import AC3D (using the plibreader).
</para>
</sect2>

<sect2 id="geometry-plibreader-ase">
<title>ASCII Scene Export ( .ase )</title>
<para>
Import ASCII Scene Export files (using the plibreader).
</para>
</sect2>

<sect2 id="geometry-plibreader-atg">
<title>Apple QuickDraw3D ( .atg )</title>
<para>
Import Apple QuickDraw3D files (using the plibreader).
</para>
</sect2>

<sect2 id="geometry-plibreader-dxf">
<title>AutoCAD ( .dxf )</title>
<para>
Import AutoCAD files (using plibreader).
</para>
</sect2>

<sect2 id="geometry-ayam_reader">
<title>Ayam</title>
<para>
Import Ayam files.
</para>
</sect2>

<sect2 id="geometry-plibreader-x">
<title>DirectX ( .x )</title>
<para>
Import DirectX geometry files (using the plibreader).
</para>
</sect2>

<sect2 id="geometry-plibreader-flt">
<title>Open Flight ( .flt )</title>
<para>
Import Open Flight files (using the plibreader).
</para>
</sect2>

<sect2 id="geometry-gts_reader">
<title>GNU Triangulated Surface ( .gts )</title>
<para>
Import GNU Triangulated Surface.
</para>
</sect2>

<!--
<sect2 id="geometry-lwo2_reader">
<title>LightWave|3D ( .lwo ) </title>
<para>
Import LightWave object files.
</para>
</sect2>
-->

<sect2 id="geometry-plibreader-m">
<title> ( .m )</title>
<para>
Import ??? files (using the plibreader).
</para>
</sect2>

<!--
<sect2 id="geometry-maya_reader">
<title>Maya ( . )</title>
<para>
Import Maya files.
</para>
</sect2>
-->

<sect2 id="geometry-plibreader-md2">
<title>Quake II ( .md2 )</title>
<para>
Import Quake II model files (using the plibreader).
</para>
</sect2>

<!--
<sect2 id="geometry-md3_reader">
<title>Quake III ( .md3 )</title>
<para>
Import Quake III model files.
</para>
</sect2>
-->

<sect2 id="geometry-chem-pdb">
<title>PDB ( .pdb )</title>
<para>
Import PDB chemical files (using the chem module).
</para>
</sect2>

<sect2 id="geometry-raw_reader">
<title>Raw ASCII ( .raw )</title>
<para>
Import raw ASCII format files.
</para>
</sect2>

<sect2 id="geometry-rib_reader">
<title>RenderMan Interface Bytestream ( .rib )</title>
<para>
Import RenderMan Interface Bytestream files.
</para>
</sect2>

<sect2 id="geometry-plibreader-ssg">
<title> ( .ssg )</title>
<para>
Import ??? files (using the plibreader).
</para>
</sect2>

<sect2 id="geometry-plibreader-strip">
<title> ( .strip )</title>
<para>
Import ??? files (using the plibreader).
</para>
</sect2>

<sect2 id="geometry-plibreader-tri">
<title> ( .tri )</title>
<para>
Import ??? files (using the plibreader).
</para>
</sect2>

<sect2 id="geometry-plibreader-vrml">
<title>VRML ( .vrml )</title>
<para>
Import VRML files (using the plibreader).
</para>
</sect2>

<sect2 id="geometry-plibreader-obj">
<title>Wavefront ( .obj )</title>
<para>
Import Wavefront object files (using the plibreader).
</para>
</sect2>

</sect1>

<sect1 id="GeometryWriters">
<title>Geometry File Writers</title>

<sect2 id="geometry-x_writer">
<title>DirectX ( .x )</title>
<para>
Export to DirectX geometry files.
</para>
</sect2>

<sect2 id="geometry-gts_writer">
<title>GNU Triangulated Surface ( .gts )</title>
<para>
Export GNU Triangulated Surface files.
</para>
</sect2>

<sect2 id="geometry-raw_writer">
<title>Raw ASCII ( .raw )</title>
<para>
Export to raw ASCII format files.
</para>
</sect2>

<!--
<sect2 id="geometry-obj_writer">
<title>Wavefront ( .obj )</title>
<para>
Export to Wavefront object files.
</para>
</sect2>
-->

</sect1>

<sect1 id="BitmapReaders">
<title>Bitmap File Readers</title>

<sect2 id="bitmap-imagemagick_reader">
<title>ImageMagick ( many )</title>
<para>
ImageMagick is the default fallback option if no other reader exist that can read the format, and
cover pretty much all bases. See <ulink url="http://www.imagemagick.org">http://www.imagemagick.org</ulink>
for an extensive list of supported image formats.
</para>
</sect2>

<sect2 id="bitmap-netpbm_reader">
<title>NetPBM ( many )</title>
<para>
NetPBM provide the last default fallback if no other reader exist that can read the format,
or &k3d; was built without ImageMagick support.
</para>
</sect2>

<sect2 id="bitmap-exr_reader">
<title>OpenEXR ( .exr )</title>
<para>
&k3d; can read OpenEXR which is a high dynamic 16-bit floating point per channel image format.
However only the RGBA channels will be read, and if any of these do not exist in a file they will 
default to a proper fill value in the loaded bitmap. OpenEXR images use the same bitdepth and 
precision that &k3d; use internally for bitmaps. See <ulink url="http://www.openexr.org">http://www.openexr.org</ulink>.
</para>
</sect2>

</sect1>

<sect1 id="BitmapWriters">
<title>Bitmap File Writers</title>

<sect2 id="bitmap-imagemagick_writer">
<title>ImageMagick ( many )</title>
<para>
ImageMagick is the default fallback option if no other reader exist that can write the format, 
and cover pretty much all bases. Bitmaps will be downsampled to 8-bit integer per channel.
See <ulink url="http://www.imagemagick.org">http://www.imagemagick.org</ulink> for an extensive 
list of supported image formats.
</para>
</sect2>

<sect2 id="bitmap-netpbm_writer">
<title>NetPBM ( many )</title>
<para>
NetPBM provide the last default fallback if no other reader exist that can write the format, or &k3d; 
was built without ImageMagick support. Bitmaps will be downsampled to 8-bit integer per channel.
</para>
</sect2>

<sect2 id="bitmap-exr_writer">
<title>OpenEXR ( .exr )</title>
<para>
&k3d; can write OpenEXR which is a high dynamic 16-bit floating point per channel image format,
and will write files containing RGBA channels. OpenEXR images preserves the bitdepth and precision
&k3d; use internally to store and operate on bitmaps. See <ulink url="http://www.openexr.org">http://www.openexr.org</ulink>.
</para>
</sect2>

<sect2 id="bitmap-tiff_writer">
<title>TIFF ( .tiff )</title>
<para>
Write TIFF (Taged Image File Format) files using Sam Leffler's libtiff. 
Bitmaps will be downsampled to 8-bit integer per channel.
See <ulink url="http://www.libtiff.org">http://www.libtiff.org</ulink>.
</para>
</sect2>

</sect1>

</chapter>