[quote="<MagicSpark.org [ BlueSky ]>,post:33,topic:27575"]
I heard some guys saying the XML is way to heavyweight and slow to load… Well we could zip it easily… For loading speed it’s another thing.
[/quote]
Of course XML loading is slower than a binary and I don’t understand, why geometry data isn’t swapped to a binary file, while the diescription about their layout and size (postions, normals, tex-coords,…) and other things is sotred in an xml-based format. Such a hybrid format has both advantages.
However, COLLADA has other other reasons, which prevent a fast loading. The main is definitely that the vertex-elements/attrubites (positions,normals,tex-coords) all may have separate indices. OpenGL (and D3D) do ony support a single index. Now, note that the convertion process is O(n^2), which makes COLLADA unsuitable for fast loading resources at runtime.
For those how are interested, I wrote an article which mentions those points a bit more deep I guess: Creating Three-Dimensional Animated Characters: An Experience Report and Recommendations of Good Practice
Don’t get me wrong, COLLADA is a great format, but its main propose is interchangability between digital contant creation tools (3dsmax, maya, xsi, blender,…). It also helps that people don’t need to write hundreds of exporters, since COLLADA support is available for most. My recommendation would be: write a abstract collda converter framework.