So I finally managed to add a working obj loader to my project,but I have a big problem now.
After the obj model is loaded I have 1 vertex buffer and 1 index buffer.
And I use those to draw the model.
But what about textures? I mean if I have a plane,the plane has different textures for wings,windows etc.
How can I solve this? I have all vertexes in 1 buffer,how can I know when to set a certain texture?
Obj texturing problem
Started by noatom, Nov 10 2012 01:21 PM
2 replies to this topic
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Posted 10 November 2012 - 03:22 PM
If your model has different materials for different parts, your obj file should specify different meshes (using 'g'), which would each use a different material file. Presumably the output of your obj loader would then contain the needed information to distinguish the different pieces (e.g. a different index buffer for each piece, say).
(Ideally though - if all that is different between different pieces of your model is the texture, your modelling program should be able to bake it all into one texture so that you can draw the entire model with a single draw call).
(Ideally though - if all that is different between different pieces of your model is the texture, your modelling program should be able to bake it all into one texture so that you can draw the entire model with a single draw call).
Edited by phil_t, 10 November 2012 - 03:23 PM.
#3 Members - Reputation: 437
Posted 10 November 2012 - 10:50 PM
Solved using http://www.braynzarsoft.net/index.php?p=D3D11OBJMODEL\
It loads a model and finds by itself the required textures to load.Implementing it in your project shouldn't be too hard.After all I didn't even read it,it's too early and too much for me to talk about subdivisions,just copy and paste,and it will work too.
It loads a model and finds by itself the required textures to load.Implementing it in your project shouldn't be too hard.After all I didn't even read it,it's too early and too much for me to talk about subdivisions,just copy and paste,and it will work too.
Like a sir






