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babarorhum

Member Since 21 Oct 2011
Offline Last Active Mar 17 2012 03:43 PM

Posts I've Made

In Topic: Textures printed in Back Face, Front Face transparent and UV maps

11 February 2012 - 02:27 PM

Problem Solved. I have added the following lines in my setupview :

glEnable(GL_CULL_FACE);

glCullFace(GL_FRONT);


and also changed in DrawArrays from GL_TRIANGE_STRIP to GL_TRIANGLES. Work perfectly now Posted Image


Cheers,

Stéphane

In Topic: Simple 3dModels displays, but more complex ones don't. Memory limit, buff...

07 February 2012 - 04:36 PM

Problem solved: the number of the indices didn't deal with the vertex indice array but another array. Once it has fixed ; it works perfectly fine ! Big Thanks !

In Topic: in a wavefront object file (.obj) how am i supposed to render faces with more...

05 February 2012 - 04:50 PM

Hello,
Have you considered using Blender 3D for your project ? or do you have a hard requirement to use Google Sketchup ?

From my fresh experience in Blender 3D (and as matter of fact OpenGL ES), i found it quite easy to pick, free and supported by a wide and helpful community; and most important doing the OBJ export job quite well. There are couple of operations to do on your modeled objects before exporting them but it is no rocket science.

Cheers,
Stéphane

In Topic: Iphone: Importing 3DS objects via OBJ file; export or import issue?

07 January 2012 - 06:55 PM

With a bit of delay, thanks both of you. It helped a lot !

:)

In Topic: Iphone: Importing 3DS objects via OBJ file; export or import issue?

13 December 2011 - 02:08 PM

Hello,
Thank you for your reply and the very valuable advises.

The plan plan has been to read from the .OBJ file instead of .3DS file. Do you see any practical challenge in using such file format compare to the Collada or FBX format ? (except one is about parsing strings and xml).

Thank you also for noting the 20Meg hard limit; i was unaware of such restriction but must confess i do not fully comprehend it: games such as Infinity Blade are rather heavy on the storage capacity; however they do not seem to need a computer to be downloaded. Has it been always the case or has it changed very recently ? Is there any specific conditions for such behaviour ? (e.g. country specific limitation, iphone using mobile network (i.e. excl phone connecting to WIFI, a specific operator; only on iphones not ipad etc...)

As for your advice for the dupplication of vertices; i understand the principles behind the operation however my knowledge is fairly limited in the 3DS tool domain such as Lightware or 3DS; so i cannot match it with the right terminology and features in the modellers. Do you have a specific and common term which would help me to find the function to use in 3DS? For example, i have been looking into the optimization , merge options but have been unsuccesful so far.

Cheers,
Babarorum




On the 3DS side you did not unpack the vertices. You have a pool of non-duplicate vertices.
You have not run over the faces of the object and have not duplicated the vertices according to the vertex indices on the faces.

Additionally, it is extremely unwise to import .3ds files. You should instead be making your own file format, or in the very least importing from COLLADA or FBX.

Importing directly from .3ds means you are asking users to store overly large model files on a small iOS device with limited storage capacity. After you breach 20 megabytes your app can no longer be downloaded without having an actual Macintosh computer.

COLLADA and FBX reduce some of the data stored but still contain a lot of data you don’t need. The reason for using them, however, is that all 3D software can create these files.
Meaning that importing from .3ds requires users to use one specific software package instead of allowing them to use their choice.


Ultimately, the only wise path to follow is to make COLLADA or FBX files and then extract only the data you need from them and put them into your own file format.


L. Spiro


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