trying to fix the polygon mess up,
added new multipoly for testing
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@ -6,6 +6,7 @@
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#include <string>
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#include <string>
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#include <glm\gtc\matrix_transform.hpp>
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#include <glm\gtc\matrix_transform.hpp>
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#include <iostream>
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#define VERTEX_SHADER "Shader/TextureShader.vert"
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#define VERTEX_SHADER "Shader/TextureShader.vert"
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#define FRAGMENT_SHADER "Shader/TextureShader.frag"
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#define FRAGMENT_SHADER "Shader/TextureShader.frag"
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@ -388,11 +389,13 @@ void OpenGLController::loadMsh(const char * path)
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{
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{
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for (auto& mshIt : segIt->meshIndices) // for every polygon
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for (auto& mshIt : segIt->meshIndices) // for every polygon
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{
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{
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std::cout << "== Poly ==" << std::endl;
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if (mshIt->size() >= 3) // multipoly
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if (mshIt->size() >= 3) // multipoly
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{
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{
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// for every triangle of the multi polygon
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// for every triangle of the multi polygon
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for (unsigned int tri = 0; tri < mshIt->size() - 2; tri++)
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for (unsigned int tri = 0; tri < mshIt->size() - 2; tri++)
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{
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{
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std::cout << "== Triangle ==" << std::endl;
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// for every edge of the triangle
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// for every edge of the triangle
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for (int triEdge = 0; triEdge < 3; triEdge++)
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for (int triEdge = 0; triEdge < 3; triEdge++)
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{
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{
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@ -400,7 +403,7 @@ void OpenGLController::loadMsh(const char * path)
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// every edge has 3 coordinates
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// every edge has 3 coordinates
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for (int j = 0; j < 3; j++)
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for (int j = 0; j < 3; j++)
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tempVertex.position[j] = (GLfloat)segIt->vertex[(*mshIt)[triEdge > 0 ? tri + triEdge : 0] * 3 + j];
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tempVertex.position[j] = (GLfloat)segIt->vertex[(*mshIt)[triEdge > 0 ? tri + triEdge : 0] * 3 + j];
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std::cout << (triEdge > 0 ? tri + triEdge : 0) << std::endl;
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// and 2 UV
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// and 2 UV
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if (segIt->uv == NULL)
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if (segIt->uv == NULL)
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{
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{
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