Exporting assets
Evergine usually doesn't load the resource files (.jpg
, .fbx
, etc.) directly at runtime. However, it processes the resource files and compile or export them into actual binary files that can be properly and efficiently loaded into Evergine.
For example, the Model asset exported file contains areas that can be directly copied into buffers and uploaded into the graphic card.
Note
Evergine actually can load direct resource files at runtime. However it relies on third-party libraries that would make the asset workflow much slower and memory consuming. Also you wouldn't be able to edit their properties. However for many application that's not only a good option, but a desirable one. Specially if it needs to load images dynamically loaded from internet, for example
Exported asset file extensions.
Every asset type defines the exported file asset extension (in the same way it defines its metafile file extension). Below you can find them:
Asset type | Exported extension |
---|---|
Texture | .weptx |
Model | .wepmd |
Sound | .wepsn |
Scene | .wepsc |
Effect | .wepfx |
Sampler | .wepsp |
Material | .wepmt |
Render Layer | .weprl |
Post Processing Graph | .weppp |
Export process
Evergine asset export process is actually a pipeline with the next steps:
- Gather information about the resource file (if any).
- Get the application profile name.
- Check if the asset metafile contains specific parameters for the app profile.
- If there is a specific profile definition use those parameters.
- Otherwise the asset will use its default profile parameters.
- Convey all the parameters of the asset and generate the exported binary file.