Anakin
927ce1cd0a
fixed warnings
2016-11-16 14:18:11 +01:00
Anakin
f4d8018f8f
workaround: don't read Data from bones, nulls, shadow and hidden,
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new implementation of segm read strp to not only read triangles,
needs to be included in the buffer fill function/draw function
2016-11-16 14:00:51 +01:00
Anakin
806024f4f9
faster method for texture handling
2016-11-13 15:46:52 +01:00
Anakin
0f379ba04a
ignore null, bones, shadow mesh and hidden things
2016-11-13 12:47:19 +01:00
Anakin
8929717c9f
handle clustered models
2016-11-13 12:15:33 +01:00
Anakin
bbe657d030
reset view before loading a new file,
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reset view when pressing space
2016-11-12 13:53:49 +01:00
Anakin
1ab385475b
new release version,
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Features:
- drag and drop
2016-11-12 12:30:54 +01:00
Anakin
9298d88260
cleaning up before loading new stuff,
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next step: calculate best first view position
2016-11-12 12:17:46 +01:00
Anakin
91b65bf6e3
added drag n drop function,
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need to clean up before loading the next mesh
2016-11-12 12:14:45 +01:00
Anakin
b4bd314450
clean up code
2016-11-12 12:05:03 +01:00
Anakin
2524971d19
include all parent modelmatrices
2016-11-12 11:54:44 +01:00
Anakin
15743e11fa
new release version
2016-11-09 17:49:02 +01:00
Anakin
6107b648f9
now every model is painted with it's own texture
2016-11-09 17:48:28 +01:00
Anakin
ee8989b098
update README.md,
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Cip hat nur OpenGl 2.1 -.-
2016-11-09 14:02:57 +01:00
Anakin
2f83d37e12
fixed the problem,
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next solve texture name is taken only from the first element,
move some code around
2016-11-08 21:28:24 +01:00
Anakin
b4b2538ea6
fixed problem
2016-11-08 17:06:50 +01:00
Anakin
e5490b9451
collect all texture data and give it to the shader later,
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solid color works,
texture crash
2016-11-08 16:42:05 +01:00
Anakin
9c7691df85
removed unused variables
2016-11-08 10:31:34 +01:00
Anakin
0fd3a7f9c8
next step: draw each model with it's own texture,
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added new example mesh
2016-11-08 10:25:10 +01:00
Anakin
b9903e593b
new release build
2016-11-07 17:11:02 +01:00
Anakin
3d545b4e75
added a new test mesh,
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there are warnings if there is no texture,
2016-11-07 17:08:46 +01:00
Anakin
42c94f290c
instance was not the right thing for me,
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now it's working
2016-11-07 17:07:16 +01:00
Anakin
de76f7182a
still trying to fix the problem
2016-11-07 16:00:57 +01:00
Anakin
04d8c453f3
fdsgds<gv<df
2016-11-07 12:16:39 +01:00
Anakin
ed66d77b69
still trying to draw instanced
2016-11-07 12:06:55 +01:00
Anakin
8a36fe10b1
allocate memory for the buffer before using it
2016-11-05 13:36:28 +01:00
Anakin
1cbc9336fe
fixing some problems,
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trying to draw instanced,
now it crashes
2016-11-05 11:53:49 +01:00
Anakin
9c12598bf5
trying to give MVP via buffer,
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nothing displayed -.-
2016-11-03 19:46:36 +01:00
Anakin
3af886450f
special thanks to john_connor for finding the display problem
2016-11-01 17:07:07 +01:00
Anakin
bc518f58ee
now you can set optional ogl version through the first 2 parameters
2016-11-01 14:16:18 +01:00
Anakin
9d35634c0c
pass data (xyz, uv) with 1 buffer to shader,
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bugs:
2 triangles are not painted, one is wrong positioned
2016-11-01 11:51:04 +01:00
Anakin
a875820f48
removed unused files,
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removed unused functions,
removed unused variables,
reduced dynamic stack memory (there was too much allocated),
moved some code around into better place,
implemented destructor (there is still a std::_face_node left on the stack when the program is done),
2016-10-31 16:19:12 +01:00
Anakin
ea07ead94f
added new test mesh that is rotated,
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translation from model is now applied,
still need to draw all modl from one mesh
2016-10-31 10:46:41 +01:00
Anakin
e509b1e11c
display all models from a mesh,
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problem, apply different model matrices for each model,
solution give a list of all models to ogl controller, where they are handled,
next steps: find solution for wrong rotation + draw ALL models instead of only the first
2016-10-30 14:22:08 +01:00
Anakin
a8bfacfd73
fixed wrong placed triangles,
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updated release exe
2016-10-23 16:24:36 +02:00
Anakin
5cec0128cd
draw all triangles instead of the first 12,
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added todo section to the README.md,
clean up code
2016-10-23 16:01:06 +02:00
Anakin
6d5489a96c
texture now is correctly displayed
2016-10-23 15:38:47 +02:00
Anakin
4f52510ff9
texture is now correctly detected and used,
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there seams to be a problem with the UV. They are not correctly
2016-10-22 15:35:06 +02:00
Anakin
be97fa8e6f
fixed crash problem
2016-10-22 14:05:46 +02:00
Anakin
c0a84c7513
get all materials,
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save the texture name for every modl,
program crashes at glfwPollEvents(); fix???
2016-10-22 13:49:45 +02:00
Anakin
03553616e7
now the tool finds the msh2 chunk even if it is not the 2nd behind HEDR,
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hence restructured code,
2016-10-21 19:24:30 +02:00
Anakin
211b406c3d
dynamical decide whether to use the given texture or solid red
2016-10-21 18:56:34 +02:00
Anakin
c3d73895c7
read msh in,
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handle non UVed msh,
next test UVed msh + dynamical switch between UVed/not UVed
2016-10-17 17:49:44 +02:00
Anakin
e583c361ec
fasten code,
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fixed vertex crash,
still crashes while getting UV data,
vertex are not displayed correctly
2016-10-16 16:50:20 +02:00
Anakin
9700638548
integrated mesh import class into OpenGL,
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Problem with STRP, indices are not logical
2016-10-16 12:33:25 +02:00
Anakin
b2f174d15f
clean up code:
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removed useless variables,
moved code into new functions
2016-10-12 15:55:36 +02:00
Anakin
548150f33e
evaluate most of MODL chunk,
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missing GEOM chunk,
2016-10-11 13:41:24 +02:00
Anakin
59446f088f
now all MODL chunks from MSH2 are saved,
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searching only subchunks and not all behind,
finding corrupted size information and trying to continue
2016-10-10 12:34:01 +02:00
Anakin
4f1ff65f71
first try to get all MODL and their sub chunks,
2016-10-09 16:44:35 +02:00
Anakin
443675aeaa
save name, size and position of every chunk under MSH2
2016-09-13 19:48:27 +02:00