I've been playing with the com.jmex.model.XMLparser.Converters.MilkToJme class and struggling to get it to work. I wasn't using a display context as I was only interested in manipulating the MS3 files and exploring their contents in the resulting Node object. Digging around the code it is now clear that I should use DummyDisplaySystem() in these sorts of situations. Can I therefore ask that this is more clearly stated in the documentation, so this class comment:
/**
- Started Date: Jun 8, 2004
- This class converts a .ms3d file to jME's binary format. The way it converts is by first
- building the .ms3d scenegraph object, then saving that object to binary format via JmeBinaryWriter
*
-
@author Jack Lindamood
*/
is modified to something like this:
/**
- Started Date: Jun 8, 2004
- <p>
- This class converts a .ms3d file to jME's binary format. The way it converts
- is by first building the .ms3d scenegraph object, then saving that object to
- binary format via {@link com.jmex.model.XMLparser.JmeBinaryWriter}. This
- class requires a {@link com.jme.system.DisplaySystem} to function correctly.
- This will normally be provided within a game environment (such as
- {@link com.jme.app.SimpleGame}). However if you wish to use this in a
- stand-alone environment, such as part of a tool conversion utility, you
- should make a call to {@link DummyDisplaySystem} before using this class.
- <p>
- The sample below shows such usage. This converts the <code>box.ms3d</code>
- file to a JME file called <code>box.jme</code>:
- <pre>
- String BOX_MS3 = "C:/temp/box.ms3d";
- String BOX_JME = "C:/temp/box.jme";
- String fname[] = { BOX_MS3, BOX_JME};
*
- // Set up a dummy display system
- // if one is not available.
- new DummyDisplaySystem();
-
- // Create jme file.
- MilkToJme mtj = new MilkToJme();
- mtj.attemptFileConvert(fname);
*
- // JME version now written to box.jme.
- </pre>
*
-
@author Jack Lindamood
*/