https://git.rwth-aachen.de/carstenf/OpenGL Pulled from here as backup of work that I did under the develop branch.
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Anakin 9abd285239 new release version,
Features:
- reset view before loading new mesh
- reset view when pressing space
- clustered msh can be displayed
- shadow mesh, nulls, bones, hidden things are no longer displayed
- now mulitpolygons can be displayed
- fasten and improved code
Bugs:
- cluster mixed up textures,
- at most mesh only every 2nd triangle is displayed,
- triangulation is not very good (DarthDUCK's Proton charge)
2016-11-20 17:00:17 +01:00
3DViewer added old working project 2016-09-07 17:17:17 +02:00
MshViewer shorten code, 2016-11-20 16:56:56 +01:00
Release new release version, 2016-11-20 17:00:17 +01:00
README.md shorten code, 2016-11-20 16:56:56 +01:00

MshViewer

I started to learn OpenGL. Therefore i decided to implement a .msh viewer for SWBFII assets, since the old one is not very good. But we don't have the source, so i start from the beginning. Why OpenGL for a viewer? well that way i can display specular and normal maps and maybe show animations, too.

The Team

So far it is just me. If you wanna help me, let me know :D

Licence

Feel free to use my code the way you like. But remember i used some public libraries. Make sure you read their licence, too.

To Do

  • cluster use wrong textures
  • use normals or fix ccw and cw
  • multipoly triangulation not 100% good
  • cloth testing
  • optional display bones, shadow, collision,...
  • integrate into a software: -> gui open file ( + drag and drop), -> list all msh under a directory, -> display shadows, -> display colisions, -> lights, -> handle render flags,