On Friday, 6 March 2015 at 02:41:19 UTC, Bennet wrote:
I wrote a custom OBJ file importer which worked fairly well
however was not robust enough to support everything. I've
decided to give AssImp a shot. I followed some tutorials and
have set up my code to read in the vertices, tex coords,
normals, and indices of an OBJ cube model that I have had
success loading with my custom importer. The cube model's faces
do not render properly, instead only rendering a few tri's of
the cube. The way AssImp handles the data is obviously a bit
different than my solution because the normals,
positions/vertices, tex coords, and indices do not match my
custom solution. I would very much appreciate some insight into
why I'm having issues as all of the tutorials I've found have
matched my approach. If a picture of the faulty rendered cube
would be helpful I can work on getting a screenshot up. Thank
you.
My Asset importing class is at:
http://codebin.org/view/4d2ec4d3
The rest of my code is at (Mesh Class is in source/graphics):
https://github.com/BennetLeff/PhySim
Imagine a square mesh made up of two triangles, the un-indexed
version has 6 vertices, but the indexed version that you would be
using has 4 vertices because a side is shared by the two
triangles (which is managed by the index array). This is why you
can't assume each face has 3 vertices.
I have been trying to learn opengl and D recently together and
this is the simple code I have been using to load models from
assimp.
for(int i = 0; i < mesh.mNumVertices; i++)
{
aiVector3D vert = mesh.mVertices[i];
verts ~= vec3(vert.x, vert.y, vert.z);
aiVector3D uvw = mesh.mTextureCoords[0][i];
uvs ~= vec2(uvw.x, uvw.y);
aiVector3D n = mesh.mNormals[i];
normals ~= vec3(n.x, n.y, n.z);
}
for(int i = 0; i < mesh.mNumFaces; i++)
{
const aiFace face = mesh.mFaces[i];
indices ~= face.mIndices[0];
indices ~= face.mIndices[1];
indices ~= face.mIndices[2];
}