Namely, removing the indexes and have plain glm::vec3 instead. Lessons learned : Extensions are still very useful, even in modern, 3. But it’s not enough, we have to put this into a form that OpenGL likes. The great thing about this extension is that whenever you write some incorrect code, for instance : glEnable(GLTEXTURE) // Incorrect You probably meant GLTEXTURE2D you can have an error message and the exact location of the problem. We had a string, we now have a set of std::vectors. So what we did there was simply to change the “shape” of the data. This code is in fact very similar to the previous one, except that there is more data to read. } else if ( strcmp ( lineHeader, "f" ) = 0 ) vertexIndices. We need some temporary variables in which we will store the contents of the. Since our toy loader will be severely limited, we have to be extra careful to set the right options when exporting the file. So the approach I took for this tutorial is to make a standard, non-indexed mesh, and deal with indexing later, in Tutorial 9, which will explain how to work around this. The bad news is that OpenGL can’t be told to use one index for the position, another for the texture, and another for the normal. It’s handy because if several vertices share the same position, you just have to write one “v” in the file, and use it several times. 11 says which texture coordinate to use.For the first vertex, 8 says which vertex to use.6/10/7 describes the third vertex of the triangle (duh).7/12/7 describes the second vertex of the triangle.8/11/7 describes the first vertex of the triangle.Opening file for write - file is created if not exists. ![]() ![]() vt is the texture coordinate of one vertex The Filesystem API provides access to accessible parts of the file system, which are represented. ![]()
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