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    • By tj8146
      I am using immediate mode for OpenGL and I am creating a 2D top down car game. I am trying to configure my game loop in order to get my car-like physics working on a square shape. I have working code but it is not doing as I want it to. I am not sure as to whether it is my game loop that is incorrect or my code for the square is incorrect, or maybe both! Could someone help because I have been trying to work this out for over a day now
      I have attached my .cpp file if you wish to run it for yourself.. 
      WinMain code:
      /******************* WIN32 FUNCTIONS ***************************/ int WINAPI WinMain( HINSTANCE hInstance, // Instance HINSTANCE hPrevInstance, // Previous Instance LPSTR lpCmdLine, // Command Line Parameters int nCmdShow) // Window Show State { MSG msg; // Windows Message Structure bool done=false; // Bool Variable To Exit Loop Car car; car.x = 220; car.y = 140; car.dx = 0; car.dy = 0; car.ang = 0; AllocConsole(); FILE *stream; freopen_s(&stream, "CONOUT$", "w", stdout); // Create Our OpenGL Window if (!CreateGLWindow("OpenGL Win32 Example",screenWidth,screenHeight)) { return 0; // Quit If Window Was Not Created } while(!done) // Loop That Runs While done=FALSE { if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting? { if (msg.message==WM_QUIT) // Have We Received A Quit Message? { done=true; // If So done=TRUE break; } else // If Not, Deal With Window Messages { TranslateMessage(&msg); // Translate The Message DispatchMessage(&msg); // Dispatch The Message } } else // If There Are No Messages { if(keys[VK_ESCAPE]) done = true; void processKeys(Car& car); //process keyboard while (game_is_running) { loops = 0; while (GetTickCount() > next_game_tick && loops < MAX_FRAMESKIP) { update(car); // update variables next_game_tick += SKIP_TICKS; loops++; } display(car); // Draw The Scene SwapBuffers(hDC); // Swap Buffers (Double Buffering) } } } // Shutdown KillGLWindow(); // Kill The Window return (int)(msg.wParam); // Exit The Program } //WIN32 Processes function - useful for responding to user inputs or other events. LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window UINT uMsg, // Message For This Window WPARAM wParam, // Additional Message Information LPARAM lParam) // Additional Message Information { switch (uMsg) // Check For Windows Messages { case WM_CLOSE: // Did We Receive A Close Message? { PostQuitMessage(0); // Send A Quit Message return 0; // Jump Back } break; case WM_SIZE: // Resize The OpenGL Window { reshape(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height return 0; // Jump Back } break; case WM_LBUTTONDOWN: { mouse_x = LOWORD(lParam); mouse_y = screenHeight - HIWORD(lParam); LeftPressed = true; } break; case WM_LBUTTONUP: { LeftPressed = false; } break; case WM_MOUSEMOVE: { mouse_x = LOWORD(lParam); mouse_y = screenHeight - HIWORD(lParam); } break; case WM_KEYDOWN: // Is A Key Being Held Down? { keys[wParam] = true; // If So, Mark It As TRUE return 0; // Jump Back } break; case WM_KEYUP: // Has A Key Been Released? { keys[wParam] = false; // If So, Mark It As FALSE return 0; // Jump Back } break; } // Pass All Unhandled Messages To DefWindowProc return DefWindowProc(hWnd,uMsg,wParam,lParam); }  
      C++ and OpenGL code:
      int mouse_x=0, mouse_y=0; bool LeftPressed = false; int screenWidth=1080, screenHeight=960; bool keys[256]; float radiansFromDegrees(float deg) { return deg * (M_PI / 180.0f); } float degreesFromRadians(float rad) { return rad / (M_PI / 180.0f); } bool game_is_running = true; const int TICKS_PER_SECOND = 50; const int SKIP_TICKS = 1000 / TICKS_PER_SECOND; const int MAX_FRAMESKIP = 10; DWORD next_game_tick = GetTickCount(); int loops; typedef struct { float x, y; float dx, dy; float ang; }Car; //OPENGL FUNCTION PROTOTYPES void display(const Car& car); //called in winmain to draw everything to the screen void reshape(int width, int height); //called when the window is resized void init(); //called in winmain when the program starts. void processKeys(Car& car); //called in winmain to process keyboard input void update(Car& car); //called in winmain to update variables /************* START OF OPENGL FUNCTIONS ****************/ void display(const Car& car) { const float w = 50.0f; const float h = 50.0f; glClear(GL_COLOR_BUFFER_BIT); glLoadIdentity(); glTranslatef(100, 100, 0); glBegin(GL_POLYGON); glVertex2f(car.x, car.y); glVertex2f(car.x + w, car.y); glVertex2f(car.x + w, car.y + h); glVertex2f(car.x, car.y + h); glEnd(); glFlush(); } void reshape(int width, int height) // Resize the OpenGL window { screenWidth = width; screenHeight = height; // to ensure the mouse coordinates match // we will use these values to set the coordinate system glViewport(0, 0, width, height); // Reset the current viewport glMatrixMode(GL_PROJECTION); // select the projection matrix stack glLoadIdentity(); // reset the top of the projection matrix to an identity matrix gluOrtho2D(0, screenWidth, 0, screenHeight); // set the coordinate system for the window glMatrixMode(GL_MODELVIEW); // Select the modelview matrix stack glLoadIdentity(); // Reset the top of the modelview matrix to an identity matrix } void init() { glClearColor(1.0, 1.0, 0.0, 0.0); //sets the clear colour to yellow //glClear(GL_COLOR_BUFFER_BIT) in the display function //will clear the buffer to this colour. } void processKeys(Car& car) { if (keys[VK_UP]) { float cdx = sinf(radiansFromDegrees(car.ang)); float cdy = -cosf(radiansFromDegrees(car.ang)); car.dx += cdx; car.dy += cdy; } if (keys[VK_DOWN]) { float cdx = sinf(radiansFromDegrees(car.ang)); float cdy = -cosf(radiansFromDegrees(car.ang)); car.dx += -cdx; car.dy += -cdy; } if (keys[VK_LEFT]) { car.ang -= 2; } if (keys[VK_RIGHT]) { car.ang += 2; } } void update(Car& car) { car.x += car.dx*next_game_tick; }  
      game.cpp
    • By tj8146
      I am using immediate mode for OpenGL and I am creating a 2D top down car game. I am trying to configure my game loop in order to get my car-like physics working on a square shape. I have working code but it is not doing as I want it to. I am not sure as to whether it is my game loop that is incorrect or my code for the square is incorrect, or maybe both! Could someone help because I have been trying to work this out for over a day now
      I have attached my .cpp file if you wish to run it for yourself.. 
       
      This is my C++ and OpenGL code:
      int mouse_x=0, mouse_y=0; bool LeftPressed = false; int screenWidth=1080, screenHeight=960; bool keys[256]; float radiansFromDegrees(float deg) { return deg * (M_PI / 180.0f); } float degreesFromRadians(float rad) { return rad / (M_PI / 180.0f); } bool game_is_running = true; const int TICKS_PER_SECOND = 50; const int SKIP_TICKS = 1000 / TICKS_PER_SECOND; const int MAX_FRAMESKIP = 10; DWORD next_game_tick = GetTickCount(); int loops; typedef struct { float x, y; float dx, dy; float ang; }Car; //OPENGL FUNCTION PROTOTYPES void display(const Car& car); //called in winmain to draw everything to the screen void reshape(int width, int height); //called when the window is resized void init(); //called in winmain when the program starts. void processKeys(Car& car); //called in winmain to process keyboard input void update(Car& car); //called in winmain to update variables /************* START OF OPENGL FUNCTIONS ****************/ void display(const Car& car) { const float w = 50.0f; const float h = 50.0f; glClear(GL_COLOR_BUFFER_BIT); glLoadIdentity(); glTranslatef(100, 100, 0); glBegin(GL_POLYGON); glVertex2f(car.x, car.y); glVertex2f(car.x + w, car.y); glVertex2f(car.x + w, car.y + h); glVertex2f(car.x, car.y + h); glEnd(); glFlush(); } void reshape(int width, int height) // Resize the OpenGL window { screenWidth = width; screenHeight = height; // to ensure the mouse coordinates match // we will use these values to set the coordinate system glViewport(0, 0, width, height); // Reset the current viewport glMatrixMode(GL_PROJECTION); // select the projection matrix stack glLoadIdentity(); // reset the top of the projection matrix to an identity matrix gluOrtho2D(0, screenWidth, 0, screenHeight); // set the coordinate system for the window glMatrixMode(GL_MODELVIEW); // Select the modelview matrix stack glLoadIdentity(); // Reset the top of the modelview matrix to an identity matrix } void init() { glClearColor(1.0, 1.0, 0.0, 0.0); //sets the clear colour to yellow //glClear(GL_COLOR_BUFFER_BIT) in the display function //will clear the buffer to this colour. } void processKeys(Car& car) { if (keys[VK_UP]) { float cdx = sinf(radiansFromDegrees(car.ang)); float cdy = -cosf(radiansFromDegrees(car.ang)); car.dx += cdx; car.dy += cdy; } if (keys[VK_DOWN]) { float cdx = sinf(radiansFromDegrees(car.ang)); float cdy = -cosf(radiansFromDegrees(car.ang)); car.dx += -cdx; car.dy += -cdy; } if (keys[VK_LEFT]) { car.ang -= 2; } if (keys[VK_RIGHT]) { car.ang += 2; } } void update(Car& car) { car.x += car.dx*next_game_tick; } My WinMain code:
      /******************* WIN32 FUNCTIONS ***************************/ int WINAPI WinMain( HINSTANCE hInstance, // Instance HINSTANCE hPrevInstance, // Previous Instance LPSTR lpCmdLine, // Command Line Parameters int nCmdShow) // Window Show State { MSG msg; // Windows Message Structure bool done=false; // Bool Variable To Exit Loop Car car; car.x = 220; car.y = 140; car.dx = 0; car.dy = 0; car.ang = 0; AllocConsole(); FILE *stream; freopen_s(&stream, "CONOUT$", "w", stdout); // Create Our OpenGL Window if (!CreateGLWindow("OpenGL Win32 Example",screenWidth,screenHeight)) { return 0; // Quit If Window Was Not Created } while(!done) // Loop That Runs While done=FALSE { if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting? { if (msg.message==WM_QUIT) // Have We Received A Quit Message? { done=true; // If So done=TRUE break; } else // If Not, Deal With Window Messages { TranslateMessage(&msg); // Translate The Message DispatchMessage(&msg); // Dispatch The Message } } else // If There Are No Messages { if(keys[VK_ESCAPE]) done = true; void processKeys(Car& car); //process keyboard while (game_is_running) { loops = 0; while (GetTickCount() > next_game_tick && loops < MAX_FRAMESKIP) { update(car); // update variables next_game_tick += SKIP_TICKS; loops++; } display(car); // Draw The Scene SwapBuffers(hDC); // Swap Buffers (Double Buffering) } } } // Shutdown KillGLWindow(); // Kill The Window return (int)(msg.wParam); // Exit The Program } //WIN32 Processes function - useful for responding to user inputs or other events. LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window UINT uMsg, // Message For This Window WPARAM wParam, // Additional Message Information LPARAM lParam) // Additional Message Information { switch (uMsg) // Check For Windows Messages { case WM_CLOSE: // Did We Receive A Close Message? { PostQuitMessage(0); // Send A Quit Message return 0; // Jump Back } break; case WM_SIZE: // Resize The OpenGL Window { reshape(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height return 0; // Jump Back } break; case WM_LBUTTONDOWN: { mouse_x = LOWORD(lParam); mouse_y = screenHeight - HIWORD(lParam); LeftPressed = true; } break; case WM_LBUTTONUP: { LeftPressed = false; } break; case WM_MOUSEMOVE: { mouse_x = LOWORD(lParam); mouse_y = screenHeight - HIWORD(lParam); } break; case WM_KEYDOWN: // Is A Key Being Held Down? { keys[wParam] = true; // If So, Mark It As TRUE return 0; // Jump Back } break; case WM_KEYUP: // Has A Key Been Released? { keys[wParam] = false; // If So, Mark It As FALSE return 0; // Jump Back } break; } // Pass All Unhandled Messages To DefWindowProc return DefWindowProc(hWnd,uMsg,wParam,lParam); }  
      game.cpp
    • By lxjk
      Hi guys,
      There are many ways to do light culling in tile-based shading. I've been playing with this idea for a while, and just want to throw it out there.
      Because tile frustums are general small compared to light radius, I tried using cone test to reduce false positives introduced by commonly used sphere-frustum test.
      On top of that, I use distance to camera rather than depth for near/far test (aka. sliced by spheres).
      This method can be naturally extended to clustered light culling as well.
      The following image shows the general ideas

       
      Performance-wise I get around 15% improvement over sphere-frustum test. You can also see how a single light performs as the following: from left to right (1) standard rendering of a point light; then tiles passed the test of (2) sphere-frustum test; (3) cone test; (4) spherical-sliced cone test
       

       
      I put the details in my blog post (https://lxjk.github.io/2018/03/25/Improve-Tile-based-Light-Culling-with-Spherical-sliced-Cone.html), GLSL source code included!
       
      Eric
    • By Fadey Duh
      Good evening everyone!

      I was wondering if there is something equivalent of  GL_NV_blend_equation_advanced for AMD?
      Basically I'm trying to find more compatible version of it.

      Thank you!
    • By Jens Eckervogt
      Hello guys, 
       
      Please tell me! 
      How do I know? Why does wavefront not show for me?
      I already checked I have non errors yet.
      using OpenTK; using System.Collections.Generic; using System.IO; using System.Text; namespace Tutorial_08.net.sourceskyboxer { public class WaveFrontLoader { private static List<Vector3> inPositions; private static List<Vector2> inTexcoords; private static List<Vector3> inNormals; private static List<float> positions; private static List<float> texcoords; private static List<int> indices; public static RawModel LoadObjModel(string filename, Loader loader) { inPositions = new List<Vector3>(); inTexcoords = new List<Vector2>(); inNormals = new List<Vector3>(); positions = new List<float>(); texcoords = new List<float>(); indices = new List<int>(); int nextIdx = 0; using (var reader = new StreamReader(File.Open("Contents/" + filename + ".obj", FileMode.Open), Encoding.UTF8)) { string line = reader.ReadLine(); int i = reader.Read(); while (true) { string[] currentLine = line.Split(); if (currentLine[0] == "v") { Vector3 pos = new Vector3(float.Parse(currentLine[1]), float.Parse(currentLine[2]), float.Parse(currentLine[3])); inPositions.Add(pos); if (currentLine[1] == "t") { Vector2 tex = new Vector2(float.Parse(currentLine[1]), float.Parse(currentLine[2])); inTexcoords.Add(tex); } if (currentLine[1] == "n") { Vector3 nom = new Vector3(float.Parse(currentLine[1]), float.Parse(currentLine[2]), float.Parse(currentLine[3])); inNormals.Add(nom); } } if (currentLine[0] == "f") { Vector3 pos = inPositions[0]; positions.Add(pos.X); positions.Add(pos.Y); positions.Add(pos.Z); Vector2 tc = inTexcoords[0]; texcoords.Add(tc.X); texcoords.Add(tc.Y); indices.Add(nextIdx); ++nextIdx; } reader.Close(); return loader.loadToVAO(positions.ToArray(), texcoords.ToArray(), indices.ToArray()); } } } } } And It have tried other method but it can't show for me.  I am mad now. Because any OpenTK developers won't help me.
      Please help me how do I fix.

      And my download (mega.nz) should it is original but I tried no success...
      - Add blend source and png file here I have tried tried,.....  
       
      PS: Why is our community not active? I wait very longer. Stop to lie me!
      Thanks !
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OpenGL Loading and showing .obj files in OpenGL

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I realize that there is an entry in the FAQ for this but it doesn't completely answer my question. The problem I am having is actually displaying it in an OpenGL window. I got the code from here: (to load the .obj) http://www.gamedev.net/community/forums/topic.asp?topic_id=312335 Here is the main.cpp (the actual .obj loader class can be downloaded from the link above) main.cpp:
#include &lt;iostream&gt;
#include "ObjLoader.cpp"
#include &lt;GL/glut.h&gt;
#include &lt;GL/gl.h&gt;
#include &lt;GL/glu.h&gt;
#define ESCAPE 27
int window; 

using namespace std;

void InitGL(int Width, int Height)	       
{
  glClearColor(0.0f, 0.0f, 0.0f, 0.0f);		
  glClearDepth(1.0);				
  glDepthFunc(GL_LESS);			       
  glEnable(GL_DEPTH_TEST);		       
  glShadeModel(GL_SMOOTH);			

  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();				

  gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f);	

  glMatrixMode(GL_MODELVIEW);
}

void DrawGLScene()
{

  ObjModel data;
  ObjLoader LoaderClass;

  LoaderClass.LoadObj("cube.obj");
  data = LoaderClass.ReturnObj();

  glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);	
  glLoadIdentity();				

  glTranslatef(-1.5f,0.0f,-6.0f);		

  glBegin(GL_TRIANGLES);				

  for(int i = 0; i &lt; data.NumVertex; i++)  {
	glVertex3f(data.VertexArray.X, data.VertexArray.Y,data.VertexArray.Z);
  }

  glEnd();

  glBegin(GL_QUADS);				

  for(int i = 0; i &lt; data.NumVertex; i++)  {
	glVertex3f(data.VertexArray.X, data.VertexArray.Y,data.VertexArray.Z);
  }

  glEnd();					

  glutSwapBuffers();
}

void keyPressed(unsigned char key, int x, int y) 
{
    usleep(100);

    if (key == ESCAPE) 
    { 
      
      glutDestroyWindow(window); 
      
      
      exit(0);                   
    }
}

int main(int argc, char **argv)  {
  glutInit(&argc, argv);  
  glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_ALPHA | GLUT_DEPTH);  
  glutInitWindowSize(640, 480);  
  glutInitWindowPosition(0, 0);  
  window = glutCreateWindow("OBJ to OpenGL");  
  glutDisplayFunc(&DrawGLScene);  
  glutFullScreen();
  glutIdleFunc(&DrawGLScene);
  glutKeyboardFunc(&keyPressed);
  InitGL(640, 480);
  glutMainLoop();  
  return 1;
}



I am just using a simple cube which I exported in blender, I was able to set up the original program which just outputted information in the console. When I run the main.cpp you see above, here is the output: http://img341.imageshack.us/img341/5765/opengloutputhb8.jpg [Edited by - VanillaGorilla on March 22, 2007 6:35:45 AM]

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Sorry I did not get to finish my post earlier, I was a bit rushed.

Basically what I am asking is how can I fix it to render the entire cube, given this information:

Quote:
Object Model has: 6 faces!
1 1 -1
1 -1 -1
-1 -1 -1
-1 1 -1
1 0.999999 1
0.999999 -1 1
-1 -1 1
-1 1 1
Indacies into faces:
0 1 2
Indacies into faces:
4 7 6
Indacies into faces:
0 4 5
Indacies into faces:
1 5 6
Indacies into faces:
2 6 7
Indacies into faces:
4 0 3
Vertex from triangle info]:
1 0.999999 1
-1 1 1
-1 -1 1


As you can see from the post above, the image from OpenGL only shows the front and back faces. So how do I make those extra vertices. (Note: in the main.cpp you see above, I do not use the "Indacies into faces" so I think that might be the problem) How do I plot the points for the "Indacies"

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Guest Anonymous Poster
Instead of quoting and making a 50 page post. Put your code between [ source] and [ /source] just remove the spaces.

Please edit your posts and fix it.

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The problem is how the vertex data is stored.

In an .obj file all the vertex data comes first, then the face descriptions that says how all this vertex data should be ordered to make the model.

The .obj loader reads in all the vertex info, and stores it so you can access it like this:



glBegin(GL_TRIANGLES);

for(int i = 0; i < data.NumTriangle; i++)
{

glVertex3f(data.VertexArray[data.TriangleArray.Vertex[0]].X,
data.VertexArray[data.TriangleArray.Vertex[0]].Y,
data.VertexArray[data.TriangleArray.Vertex[0]].Z);


glVertex3f(data.VertexArray[data.TriangleArray.Vertex[1]].X,
data.VertexArray[data.TriangleArray.Vertex[1]].Y,
data.VertexArray[data.TriangleArray.Vertex[1]].Z);


glVertex3f(data.VertexArray[data.TriangleArray.Vertex[2]].X,
data.VertexArray[data.TriangleArray.Vertex[2]].Y,
data.VertexArray[data.TriangleArray.Vertex[2]].Z);
}

glEnd();







Edit: Source code layout changed

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Thank you for the reply. I changed it and put yours in and I think the new output is an improvement:

http://img524.imageshack.us/img524/4866/colouropenglwe9.jpg (edit: added colour)

Any ideas why it is doing this?

Also, I have looked in some other topics about .obj files and I am noticing that for the lines that start with "f" for everyone else it looks different than mine: (this is mine)

f 1//1 2//2 3//3 4//4
f 5//5 8//8 7//7 6//6
f 1//1 5//5 6//6 2//2
f 2//2 6//6 7//7 3//3
f 3//3 7//7 8//8 4//4
f 5//5 1//1 4//4 8//8

where as everyone else has something like

f 1/1/1 2/2/2 3/3/3 4/4/4

Is mine messed up?

[Edited by - VanillaGorilla on March 22, 2007 3:35:30 PM]

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The numbers refer to vertex indices, normal indices, and texture coordinate indices. The latter two are optional, and if they aren't present they're just left blank.

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Alright, thanks. Any ideas on what it causing it to do this:

EDIT:

I decided to add colour to each of the faces so you could tell the difference and here is the problem:



It is only making the face with 3 vertices, so each face that should be square is coming out as a triangle.

[Edited by - VanillaGorilla on March 22, 2007 3:49:05 PM]

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Am I forgetting to draw something in the OpenGL drawing code? I am using the code that ChristmasCelery posted above to draw it.

Or is my .obj file messed:

# Wavefront OBJ (1.0) exported by lynx's OBJ import/export script

# Meshname: Cube
# Total number of Faces: 6
# Total number of Vertices: 8

o Cube

g Cube

v 1.0 0.999999940395 -1.0
v 1.0 -1.0 -1.0
v -1.00000011921 -0.999999821186 -1.0
v -0.999999642372 1.00000035763 -1.0
v 1.00000047684 0.999999463558 1.0
v 0.999999344349 -1.00000059605 1.0
v -1.00000035763 -0.999999642372 1.0
v -0.999999940395 1.0 1.0
vn 0.577349185944 0.577349185944 -0.577349185944
vn 0.577349185944 -0.577349185944 -0.577349185944
vn -0.577349185944 -0.577349185944 -0.577349185944
vn -0.577349185944 0.577349185944 -0.577349185944
vn 0.577349185944 0.577349185944 0.577349185944
vn 0.577349185944 -0.577349185944 0.577349185944
vn -0.577349185944 -0.577349185944 0.577349185944
vn -0.577349185944 0.577349185944 0.577349185944
f 1//1 2//2 3//3 4//4
f 5//5 8//8 7//7 6//6
f 1//1 5//5 6//6 2//2
f 2//2 6//6 7//7 3//3
f 3//3 7//7 8//8 4//4
f 5//5 1//1 4//4 8//8




Or maybe the ObjLoader.cpp doesn't work? (has anyone actually successfully used it and outputted models in OpenGL, if so please post the drawing code you used)

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I found the problem, the .obj file was not made properly. I was using a python script that I found by searching around (and exporting it in blender). So I updated my blender and it comes with a .obj exporter, which now produces a different format, which the Obj Loader doesn't work with since it wasn't set up to read this:

# Blender3D v243 OBJ File: cube.blend
# www.blender3d.org
mtllib cube.mtl
o Cube
v 1.000018 -1.000000 -1.003398
v 1.000018 -1.000000 0.996602
v -0.999982 -1.000000 0.996602
v -0.999981 -1.000000 -1.003398
v 1.000019 1.000000 -1.003397
v 1.000018 1.000000 0.996603
v -0.999982 1.000000 0.996602
v -0.999982 1.000000 -1.003398
usemtl (null)
usemtl (null)
s 1
f 5 1 8
f 1 4 8
f 3 7 8
f 3 8 4
f 2 6 3
f 6 7 3
f 1 5 2
f 5 6 2
f 5 8 7
f 5 7 6
f 1 2 3
f 1 3 4



Although this one produces the correct faces (since I can put on the "triangulate" option), I can't read it because it is doing "f x x x" instead of "f x/x/x". Are there any obj loaders which read this format?

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i only scanned the obj loader in that post for a second but i believe if you find where it says.


find_first_of("/");


and replace it with

//replace the / with a phisical space
find_first_of(" ");



it should work for the new format.

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