Jump to content
  • Advertisement
Sign in to follow this  
TheEfffigy

Rendering with GL_TRIANGLE_STRIP (.3ds model data)

This topic is 2354 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

Hi there,

I've just written a .3ds format model loader which seems to be working very well - but I'm am having an issue rendering the model objects. It seems to me that the issue is with the order that I am rendering the vertices and most likely is a very simple and silly mistake perhaps someone here can point out for me.

As you can see in the screenshot below, the faces for the left and right hand side of the cube aren't rendering correctly.

render-fail.png

And this is my relevant chunk of rendering code:

void Model::render() const {
glColor3f(1.0, 1.0, 1.0);
std::for_each(i_->objects.begin(), i_->objects.end(),
[](const i::Object& obj) {
glBegin(GL_TRIANGLE_STRIP);
std::for_each(obj.faces.begin(), obj.faces.end(),
[&obj](const i::Object::Face& f) {
const Vector3& v1 = obj.vertices[f.x];
glVertex3f(v1.x, v1.y, v1.z);
const Vector3& v2 = obj.vertices[f.y];
glVertex3f(v2.x, v2.y, v2.z);
const Vector3& v3 = obj.vertices[f.z];
glVertex3f(v3.x, v3.y, v3.z);
});
glEnd();
});
}

I've gone over the model loading code and I'm quite certain it follows the format specification correctly, and my hex editor agrees with what I've loaded.

Share this post


Link to post
Share on other sites
Advertisement
May be worth noting that a simple plane, and a slightly more complex plane with an edge extruded 90 degrees render just fine... but as the polygons and depth increase things become a bit crazy.

Share this post


Link to post
Share on other sites
Ah, problem solved! I went over a few other loaders I found on the net and it turns out that you have to swap the ordering of the face vertices.

Share this post


Link to post
Share on other sites
Hidden
Ah, problem solved! I went over a few other loaders I found on the net and it turns out that you have to swap the ordering of the face vertices.

Share this post


Link to post
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!