Commit Graph

113 Commits

Author SHA1 Message Date
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 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,
reset view when pressing space
2016-11-12 13:53:49 +01:00
Anakin 1ab385475b new release version,
Features:
- drag and drop
2016-11-12 12:30:54 +01:00
Anakin 9298d88260 cleaning up before loading new stuff,
next step: calculate best first view position
2016-11-12 12:17:46 +01:00
Anakin 91b65bf6e3 added drag n drop function,
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,
Cip hat nur OpenGl 2.1 -.-
2016-11-09 14:02:57 +01:00
Anakin 2f83d37e12 fixed the problem,
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,
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,
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,
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,
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,
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,
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,
updated release exe
2016-10-23 16:24:36 +02:00
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