Jump to content
  • Advertisement
Sign in to follow this  
Devil_Inside

3DS Rendering

This topic is 4364 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

I decided to use L3DS to load 3ds models. The loading code works fine. I checked that with the rendering code provided as an example with the library. But there are a few things I don't undertand. I'll provide the source for the library: l3ds.h l3ds.cpp And the drawing code:
 glTranslatef(0, 0, distance);
 glRotatef(-90, 1.0, 0.0, 0.0);
 for (uint i= 0; i<scene.GetMeshCount(); i++)
    {
        LMesh &mesh = scene.GetMesh(i);
        glVertexPointer(4, GL_FLOAT, 0, &mesh.GetVertex(0));
        glNormalPointer(GL_FLOAT, 0, &mesh.GetNormal(0));
        glColorPointer(3, GL_FLOAT, 0, &mesh.GetBinormal(0));
        glDrawElements(GL_TRIANGLES, mesh.GetTriangleCount()*3, 
                        GL_UNSIGNED_SHORT, &mesh.GetTriangle(0));
    }

L3ds load the information about material properties, texture maps... The question is... how do I stick that into the rendering function? Where do I bind the textures, apply materials and so on?

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

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

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!