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@gleblebedev
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.obj file, even if it has "Objects" in it doesn't have information about pivots and everything is in world space. I believe it doesn't make sense to split result into multiple nodes. I think it worth to have .obj support right in the engine.

For example here I opened a 1GB photogrammetry file in the Rbfx Editor:

image

namespace Urho3D
{

bool Model::LoadMDL(Deserializer& source)
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We do not split a class across multiple cpp files. IMO best we do not start doing it :)

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Why not? If we support several formats for the Model I would prefer the loader code to be isolated. I can't do it as an external loader without major refactoring because of the code for async loading - the loader would need knowledge of and access to internals of the model. I can squash it into one file. Maybe I can extract obj related code that I took from another project to a dedicated cpp...

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