triangulation implemented,
now need to test it
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@ -342,10 +342,16 @@ void OpenGLController::updateScene()
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// give the MVP to the shader
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glUniformMatrix4fv(gluiMatrixID, 1, GL_FALSE, &getMVPMatrix(modelIndex)[0][0]);
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glDrawArrays(GL_TRIANGLES, instanceOffset, segIt->meshIndices.size() * 3);
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// calculate the number of vertex
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unsigned int vertexCount(0);
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for (auto& it : segIt->meshIndices)
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vertexCount += (it->size() - 2) * 3;
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glDrawArrays(GL_TRIANGLES, instanceOffset, vertexCount);
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// increase the offset
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instanceOffset += segIt->meshIndices.size() * 3;
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instanceOffset += vertexCount;
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}
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}
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@ -407,8 +413,34 @@ void OpenGLController::loadMsh(const char * path)
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}
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else if (mshIt->size() > 3) // needs to be triangulated
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{
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//TODO: triangulate;
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MessageBox(NULL, "Ooops!", "MeshViewer 2.0 Error", MB_OK | MB_ICONERROR);
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// for every triangle of the multi polygon
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for (int tri = 0; tri < mshIt->size() - 2; tri++)
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{
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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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{
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Vertex tempVertex;
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// every edge has 3 coordinates
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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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// and 2 UV
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if (segIt->uv == NULL)
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{
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tempVertex.uv[0] = 1.0;
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tempVertex.uv[1] = 1.0;
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}
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else
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{
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for (int j = 0; j < 2; j++)
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tempVertex.uv[j] = (GLfloat)segIt->uv[(*mshIt)[triEdge > 0 ? tri + triEdge : 0] * 2 + j];
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}
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tempBufferData.push_back(tempVertex);
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}
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}
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//TODO: test triangulation
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//MessageBox(NULL, "Ooops!", "MeshViewer 2.0 Error", MB_OK | MB_ICONERROR);
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}
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else // this shouldn't happen (polygon with less then 3 vertex)
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{
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@ -14,10 +14,9 @@ licence, too.
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### To Do
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- cluster seam to use wrong textures
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- multipoly testing
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- cloth testing
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- colisions are displayed (dont touch hiden things)
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- bones are not triangulated,
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- nulls are not triangulated,
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- optional display bones, shadow, collision,...
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- integrate into a software:
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-> gui open file ( + drag and drop),
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-> list all msh under a directory,
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