When you want to display a complex 3D mesh in your 3D application, you must want to find an external model format for you to use. They would be COLLADA(.dae), FBX(.fbx), or OBJ(.obj). However, If you want to make a 3D engine, you must want to support more kinds of formats. Therefore, I start to research FBX SDK. FBX SDK supports .fbx, .dxf, .dae , and .obj file formats' importer/exporter, and .3ds format has been retired. FBX technology can be used to sharing scene assets, storing, packing models for sale, and processing animation, it supports import/export functions in Autodesk's products(3ds Max, Maya, AutoCAD...). The FBX SDK is a part of Autodesk FBX technology, it is C++ Software Development Kit. You can use it to create plug-ins, converters, and other applications. FBX SDK's source code is not public opening, therefore, we just can use their SDK interface, and if you want to redistribute or repacked, you should write permission from Autodesk, and include a link
Vulkan is a modern hardware-accelerated Graphics API. Its goal is providing an high efficient way in low-level graphics and compute on modern GPUs for PC, mobile, and embedded devices. I am personally working a self training project, vulkan-android , to teach myself how to use this new APIs. The difference between OpenGL and Vulkan OpenGL: Higher level API in comparison with Vulkan, and the next generation of OpenGL 4 will be Vulkan. Cross-platform and Cross-language (mostly still based on C/C++, but people implemented diverse versions and expose similar API binding based on OpenGL C++, WebGL is a good example). Mainly used in 3D graphics and 2D image processing to interact with GPU in order to achieve hardware acceleration. Don't have a command buffer can be manipulated at the application side. That means we will be easily see draw calls being the performance bottleneck in a big and complex 3D scene. Vulkan: Cross-platform and low-overhead. Erase the boundary between GPU API an
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