(a power out killed my well parsed literature masterpiece so I have to rewrite the post but in a simpler way):
- window + menubar (only decoration yet)
- openGL
- 3D grid + basic camera control (rotate, zoom, pan, dolly)
- coordinate system icon
- wavefront .obj loading
- vertex data
- face data: with polygons, to preserve "edge flow" which is a very important thing in polygon modelling. But polygons are converted to triangle fans, polygon stuff will be maintained through the edges (selectable/non-selectable or visible/non-visible).
- vertex normal calculation: I don't think I'll bother with smoothing groups, the mesh should be split accordingly. I use the angles between the incoming edges as the weights of the triangle normals, I think that gives the best results. The loader always recalculates vertex normals and ignores normal data in the .obj file.
Or not, I'm not sure yet. spliting the mesh would probably screw unfolding, and the user wouldn't know why. So maybe I should only split the mesh for render, if I ever implement vertex buffer whatevers.
And of course loading the texture(s). *sigh*, I have to look for an image loader library for C. And atlas the textures *sigh*.
Sorry for the crap language, the former version was better (...)
EDITED some typos...
[url="http://code.google.com/p/texture-atlas/"]http://code.google.com/p/texture-atlas/[/url]
And you could take a look at DevIL for image loading
[url="http://openil.sourceforge.net/"]http://openil.sourceforge.net/[/url]