Commit Graph

29 Commits

Author SHA1 Message Date
Anakin 60cc7bb562 fixed messed up textures of the cluster 2016-11-21 15:02:33 +01:00
Anakin f81f03353d cloth stores the data in vectors, too;
removed the old unused code
2016-11-20 13:09:02 +01:00
Anakin 57df0a2e15 use different variables to store the data. The aim is to handle even not triangulated mesh files.
At the moment there is a problem with the UV using the new method
2016-11-20 12:26:23 +01:00
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,
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 8929717c9f handle clustered models 2016-11-13 12:15:33 +01:00
Anakin b4bd314450 clean up code 2016-11-12 12:05:03 +01:00
Anakin 9c7691df85 removed unused variables 2016-11-08 10:31:34 +01:00
Anakin a875820f48 removed unused files,
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,
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,
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 5cec0128cd draw all triangles instead of the first 12,
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,
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,
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,
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,
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,
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,
Problem with STRP, indices are not logical
2016-10-16 12:33:25 +02:00
Anakin b2f174d15f clean up code:
removed useless variables,
moved code into new functions
2016-10-12 15:55:36 +02:00
Anakin 548150f33e evaluate most of MODL chunk,
missing GEOM chunk,
2016-10-11 13:41:24 +02:00
Anakin 59446f088f now all MODL chunks from MSH2 are saved,
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
Anakin 05b6e4f9ed started msh read in 2016-09-12 16:49:05 +02:00
Anakin 847b3cdee8 managed old tutorial implementation with classes.
Bugs: nothing is displayed
2016-09-06 15:15:29 +02:00