Hi, I'm trying to make easy obj loader (loading car and map - two cars so far) and code looks good, but if I run it, cars looks bad:
I don't know what's wrong. Can be some mistake in the code ? Please help, thanks
[source lang="cpp"]// MAIN.cpp - MAIN PROGRAM
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <sstream>
#include <iostream>
#include "Lib\GL\headers\glut.h"
#include "Lib\GL\glm\glm.h"
using namespace std;
// Variables
float x=-26, y=-26, z=-500, deg_z=0, deg_y=0;
int displayList=0;
static int w=800,h=600;
GLfloat lightPos[4] = {50.0, 30.0 ,0.0, 0.0};
GLfloat lightAmb[3] = {0.1, 0.1, 0.1};
GLfloat lightDiff[3] = {1.0, 1.0, 1.0};
GLMmodel* car = NULL;
GLMmodel* car2 = NULL;
void initmodel(void) {
car = glmReadOBJ("Models/audi-tt.obj");
if (!car) exit(0);
glmFacetNormals(car);
glmVertexNormals(car, 90.0);
car2 = glmReadOBJ("Models/audi-tt.obj");
if (!car2) exit(0);
glmFacetNormals(car2);
glmVertexNormals(car2, 90.0);
}
void setCamera() {
if(h == 0) h = 1;
float ratio = 1.0 * w / h;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glViewport(0, 0, w, h);
gluPerspective(30, ratio, 0.1, 10000);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void display(void) {
setCamera();
glClearColor(0.3f, 0.5f, 0.9f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushAttrib(GL_ALL_ATTRIB_BITS);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT0, GL_AMBIENT, lightPos);
glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmb);
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiff);
//glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glPushMatrix();
// load first obj
glPushMatrix();
glTranslatef(x,y,z);
glRotatef(deg_z, 1.0, 0.0, 0.0);
glRotatef(deg_y, 0.0, 1.0, 0.0);
glmDraw(car, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
// load second obj
glPushMatrix();
glTranslatef(x+200,y,z);
glRotatef(deg_z, 1.0, 0.0, 0.0);
glRotatef(deg_y, 0.0, 1.0, 0.0);
glmDraw(car2, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPopAttrib();
glFlush();
glutSwapBuffers();
}
void Keyboard(unsigned char key, int xx, int yy) {
glutPostRedisplay();
switch(key) {
case 'a' : x-=2; break; // Move left for X pos
case 'd' : x+=2; break; // Move right for X pos
case 's' : z+=2; break; // Move down for Z pos
case 'w' : z-=2; break; // Move up for Z pos
case '.' : y-=2; break; // Move up for Y pos
case ',' : y+=2; break; // Move down for Y pos
case 'k' : deg_z-=2.0; break; // Rotate up
case 'i' : deg_z+=2.0; break; // Rotate down
case 'j' : deg_y+=2.0; break; // Rotate left
case 'l' : deg_y-=2.0; break; // Rotate right
case 27 : exit(0); // Stop program
}
}
void Resize(int w, int h) {
if(h == 0) h = 1;
float ratio = 1.0 * w / h;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glViewport(0, 0, w, h);
gluPerspective(30, ratio, 0.1, 1000);
glMatrixMode(GL_MODELVIEW);
}
int main(int argc, char **argv) {
initmodel();
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(800,600);
glutCreateWindow(argv[0]);
glutKeyboardFunc(Keyboard);
glutDisplayFunc(display);
glutMainLoop();
return 0;
}
[/source]
render obj file with bad shapes
Your imagehosting does not allow hotlinking so its hard to view your picture, i had to get the url from the source, better use another one next time to make it easier for other users to view your image. Link: http://img4.pixhost.org/images/1667/14252342_fuuu.png
Anyways, enabling depth testing should solve your problem
ps. you might also want to enable back face culling if your model is set up properly
Anyways, enabling depth testing should solve your problem
glEnable( GL_DEPTH_TEST );
ps. you might also want to enable back face culling if your model is set up properly
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