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Home > Supported File Formats > AVEVA to OpenGL C Code


How to convert AVEVA (PDMS,Marine,E3D) to OpenGL C Code (.cpp)?


PolyTrans|CAD+DCC performs mathematically precise CAD, DCC/Animation, GIS and BIM 3D file conversions into all key downstream 3D packages and file formats. Okino software is used and trusted throughout the world by many tens of thousands of 3D professionals in mission & production critical environments, backed by respectable personal support directly from our core development team.

     

AVEVA

AVEVA is the world's leading engineering IT software provider to the plant, power and marine industries.

Okino has a long direct and indirect relationship with AVEVA and its customers. One of Okino's core competencies & specialties is in the conversion of super-ultra-massive 3D models to downstream programs which simply cannot handle those models (such as 3ds Max, Cinema-4D, Maya, Unity, Unreal, etc.).

Connection from AVEVA PDMS, AVEVA Marine or AVEVA E3D to Okino software is best handled either via the DWF-3D file format or the ZGL file format. Please refer to either of these importers and their corresponding tutorial on 'How to Import from Ultra-Massive AVEVA PDMS & AVEVA Marine Models'.

As another secondary method of converting AVEVA PDMS .rvm, PDMS DGN and Intergraph PDS/DGN/DRI files, you can load those file types into Autodesk Navisworks, convert to DWF-3D files, and import into Okino software via our DWF-3D importer. This works very well and is a highly optimized + highly refined Okino conversion pipeline.

     

OpenGL C Code

OpenGL is a cross-platform application programming interface (API) for rendering 2D and 3D vector graphics. The API is typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering.

Okino's OpenGL export converter writes out the scene database as a C code program in the Open GL scene description language. The resulting program can then be compiled and used to draw the 3D database directly using OpenGL. The database is output as a series of polygons with vertex positions, normals, colors and texture coordinates. In addition, the surface definitions (materials) associated with each polygon is used to set up the OpenGL shading parameters. Please note that each object is output as a separate C code function in the resulting file.