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


OpenGL OpenGl, 3d models, and one confused programmer

Recommended Posts

Offipso    122
Ok, here is the thing: Say I make a model of something in a modeling program (I am using 3d studio max), and I want to put it into a C++ program using OpenGL. How is this possible? Do I need to save the model as a special format, convert it, or make a file refering to it, or none of the above? I have a book on OpenGl, and a book on 3d stuido max, but none on combining the two! If you want more specifics: say a model of a map for a level, or a model of a ship or something for a flight sim. Any help is greatly appreciated, ooh, and do tell if you know of any books that cover this subject in more detail. -Thanks in advance!

Share this post

Link to post
Share on other sites
mnok    122
what you are looking for is the book
Opengl Game Programming my Kevin Hawkins and Dave Astle
(they are both staff i think)
There is a whole chapter that explains how to load
a .md2 model (quake2) into an opengl engine. Im pretty sure
you can make a .3ds and convert it to .md2 in some way...

There is nothing in this book on loading map files though, I will
eventually make a tutorial on this on my webpage =P

hope this helps

Edited by - mnok on June 27, 2001 2:09:10 AM

Share this post

Link to post
Share on other sites
Krippy2k    134
If you are serious about your project (if you spend the kinda dough it takes to purchase 3DS Max you should be), you probably want to create a plugin for 3DS Max using the Max SDK. You can convert 3DS files to other formats and then load them that way, but you invariably end up losing something along the way, normally texturing/skinning gets distorted. The only way that I have found to really preserve things exactly the way you create them in Max is to either A) load the actual .Max file and seperate what you need from what is 3ds specific, or B) Create a plugin that will export your 3DS scene into your custom file format. Not a whole lot of documentation comes with 3DS Max about this, but I have been down that road and if you need some help just let me know


Share this post

Link to post
Share on other sites
mittens    1323
"There is nothing in this book on loading map files though, I will
eventually make a tutorial on this on my webpage =P"

You would have to make your own level editor for that (well, you could use someone else's, but really, whats the fun?), and that is something that would've taken OGLGP's page count to about 150 more pages for anything decent.

I am also planning to do an .md2 tutorial very soon (almost have the code perfect), so if you're interested in that, wait about a week.

Thanks for the extreme help you're giving him Krippy2k!

Trent (ShiningKnight)
E-mail me
OpenGL Game Programming Tutorials

Edited by - ShiningKnight on June 27, 2001 8:29:25 AM

Share this post

Link to post
Share on other sites
Offipso    122
Thanks for all the help, and that tutorial sounds great! I''ll look into that book in a bit, but for now I''m just trying to find a decent compiler (my visual c++ 6 hates me), so wish me luck!

Share this post

Link to post
Share on other sites
AlbertoT    100

I am very interested in your .md2 tutorial, I can definitly wait a week.
I am concern about two points.
1) .md2 is an animated file, how can I store the separate .3ds keyframes files in one .md2 file?
2) The max number of polygons per mesh supported by .md2 is abt 4000.
The new 3d card can do better. Is it possible to modify the file format to increase the number of polygons?

Thanks and regards

Share this post

Link to post
Share on other sites
Guest Anonymous Poster   
Guest Anonymous Poster
The open source game Egoboo ( loads MD2s. (and the code''s comprehensible by humans no less! )

It''s GPL, though, so that might be an issue if you don''t want to/can''t release source.

Share this post

Link to post
Share on other sites

  • Partner Spotlight

  • Similar Content

    • By pseudomarvin
      I assumed that if a shader is computationally expensive then the execution is just slower. But running the following GLSL FS instead just crashes
      void main() { float x = 0; float y = 0; int sum = 0; for (float x = 0; x < 10; x += 0.00005) { for (float y = 0; y < 10; y += 0.00005) { sum++; } } fragColor = vec4(1, 1, 1 , 1.0); } with unhandled exception in nvoglv32.dll. Are there any hard limits on the number of steps/time that a shader can take before it is shut down? I was thinking about implementing some time intensive computation in shaders where it would take on the order of seconds to compute a frame, is that possible? Thanks.
    • By Arulbabu Donbosco
      There are studios selling applications which is just copying any 3Dgraphic content and regenerating into another new window. especially for CAVE Virtual reality experience. so that the user opens REvite or CAD or any other 3D applications and opens a model. then when the user selects the rendered window the VR application copies the 3D model information from the OpenGL window. 
      I got the clue that the VR application replaces the windows opengl32.dll file. how this is possible ... how can we copy the 3d content from the current OpenGL window.
      anyone, please help me .. how to go further... to create an application like VR CAVE. 
    • By cebugdev
      hi all,

      i am trying to build an OpenGL 2D GUI system, (yeah yeah, i know i should not be re inventing the wheel, but this is for educational and some other purpose only),
      i have built GUI system before using 2D systems such as that of HTML/JS canvas, but in 2D system, i can directly match a mouse coordinates to the actual graphic coordinates with additional computation for screen size/ratio/scale ofcourse.
      now i want to port it to OpenGL, i know that to render a 2D object in OpenGL we specify coordiantes in Clip space or use the orthographic projection, now heres what i need help about.
      1. what is the right way of rendering the GUI? is it thru drawing in clip space or switching to ortho projection?
      2. from screen coordinates (top left is 0,0 nd bottom right is width height), how can i map the mouse coordinates to OpenGL 2D so that mouse events such as button click works? In consideration ofcourse to the current screen/size dimension.
      3. when let say if the screen size/dimension is different, how to handle this? in my previous javascript 2D engine using canvas, i just have my working coordinates and then just perform the bitblk or copying my working canvas to screen canvas and scale the mouse coordinates from there, in OpenGL how to work on a multiple screen sizes (more like an OpenGL ES question).
      lastly, if you guys know any books, resources, links or tutorials that handle or discuss this, i found one with marekknows opengl game engine website but its not free,
      Just let me know. Did not have any luck finding resource in google for writing our own OpenGL GUI framework.
      IF there are no any available online, just let me know, what things do i need to look into for OpenGL and i will study them one by one to make it work.
      thank you, and looking forward to positive replies.
    • By fllwr0491
      I have a few beginner questions about tesselation that I really have no clue.
      The opengl wiki doesn't seem to talk anything about the details.
      What is the relationship between TCS layout out and TES layout in?
      How does the tesselator know how control points are organized?
          e.g. If TES input requests triangles, but TCS can output N vertices.
             What happens in this case?
      In this article,
      the isoline example TCS out=4, but TES in=isoline.
      And gl_TessCoord is only a single one.
      So which ones are the control points?
      How are tesselator building primitives?
    • By Orella
      I've been developing a 2D Engine using SFML + ImGui.
      Here you can see an image
      The editor is rendered using ImGui and the scene window is a sf::RenderTexture where I draw the GameObjects and then is converted to ImGui::Image to render it in the editor.
      Now I need to create a 3D Engine during this year in my Bachelor Degree but using SDL2 + ImGui and I want to recreate what I did with the 2D Engine. 
      I've managed to render the editor like I did in the 2D Engine using this example that comes with ImGui. 
      3D Editor preview
      But I don't know how to create an equivalent of sf::RenderTexture in SDL2, so I can draw the 3D scene there and convert it to ImGui::Image to show it in the editor.
      If you can provide code will be better. And if you want me to provide any specific code tell me.
  • Popular Now