Anakin
9ac1a25954
fixed the uv problem
2016-11-20 12:38:22 +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,
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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
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
6107b648f9
now every model is painted with it's own texture
2016-11-09 17:48:28 +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
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,
...
trying to draw instanced,
now it crashes
2016-11-05 11:53:49 +01:00
Anakin
9c12598bf5
trying to give MVP via buffer,
...
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,
...
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,
...
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,
...
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,
...
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:
...
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,
...
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
663bb62098
added stable test release,
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modified dummy uv
2016-09-08 19:00:56 +02:00