Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

HellRiZZer

Milkshape rendering mode..

This topic is 5655 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hey all, I was wandering how does Milkshape Modeller renders models? I mean, what settings it have for materials, lighting and such? What I do is I set Ambient, Diffuse and Specular to the color I need, and Milkshape renders it with some shades, but when I try to render same loaded model (with same colour values for A/D/S) it doesn''t want to render in same way as it renders in Milkshape. What''s wrong? Here''s my code (I render without texture, only material):
  
// Rendering procedure for Model

int face_count = 0;
			for ( int i = 0; i < m_numMeshes; i++ )
			{
				int materialIndex = m_pMeshes[i].m_materialIndex;
					
glDisable(GL_TEXTURE_2D);
			glEnable(GL_LIGHTING);
			glMaterialfv( GL_FRONT, GL_AMBIENT,	 m_pMaterials[materialIndex].Ambient	);
			glMaterialfv( GL_FRONT, GL_DIFFUSE,	 m_pMaterials[materialIndex].Diffuse	);
			glMaterialfv( GL_FRONT, GL_SPECULAR, m_pMaterials[materialIndex].Specular	);
// Those point to float value[4]

				
		
				glLoadName(ID);		// Load Our Object''s ID For Picking

				
				glBegin( GL_TRIANGLES );
				
					for ( int j = 0; j < m_pMeshes[i].m_numTriangles; j++ )
					{
						int triangleIndex = m_pMeshes[i].m_pTriangleIndices[j];
						Triangle* pTri = &m_pTriangles[triangleIndex];
						
						for ( int k = 0; k < 3; k++ )
						{
							int index = pTri->m_vertexIndices[k];
							
							glNormal3fv( pTri->m_vertexNormals[k] );
							glTexCoord2f( pTri->m_s[k], pTri->m_t[k] );
							glVertex3fv(  m_pVertices[index].Pos);
						}
					}
				
				glEnd();
			}


  
Thanks. " Do we need us? "

Ionware Productions - Games and Game Tools Development

Share this post


Link to post
Share on other sites
Advertisement

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!