private void render(){
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT |
GL11.GL_DEPTH_BUFFER_BIT);
GL11.glLoadIdentity();
GL11.glTranslatef(0, 0, -500);
GL11.glColor3f(1.0f, 1.0f, 1.0f);//white
int meshNum = 0;
texture.bind();
GL11.glBegin(GL11.GL_TRIANGLES);
for(int i = 0; i < model.meshes.get(meshNum).numTris; i++){
Tri t = model.meshes.get(meshNum).tris.get(i);
GL11.glTexCoord2f(0,0); GL11.glVertex3f(model.vertices.get(t.vert1).x,model.vertices.get(t.vert1).y,model.vertices.get(t.vert1).z);
GL11.glTexCoord2f(1,0); GL11.glVertex3f(model.vertices.get(t.vert2).x,model.vertices.get(t.vert2).y,model.vertices.get(t.vert2).z);
GL11.glTexCoord2f(1,1); GL11.glVertex3f(model.vertices.get(t.vert3).x,model.vertices.get(t.vert3).y,model.vertices.get(t.vert3).z);
}
GL11.glEnd();
}And
public void computeVertices(Mesh m){
for(int i = 0; i < m.numVerts; i++){
Vector3f pos = new Vector3f(0,0,0);
int start = m.verts.get(i).weightIndex;
int count = m.verts.get(i).weightElement;
for(int j = count; j < count + start; j++){
Joint joint = joints.get(m.weights.get(j).jointIndex);
Vector3f temp = joint.pos;
Vector3f wt = applyQuat(m.weights.get(j).pos, joint.orient);
Vector3f.add(temp, wt, temp);
temp.scale(m.weights.get(j).value);
Vector3f.add(pos, temp, pos);
}
vertices.add(pos);
}
}My blog I set up just now has more links, like the full source code, and what not. I don't want to link all those links here cause I think it'd be too many links, so I'll just direct you to here if you need more info.






