On Monday, 9 March 2015 at 14:25:54 UTC, Michael Robertson wrote:
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];
                        
                }

My code roughly matches yours at this point however I get a weird bug with only my cube model where the top face and one of the side tri's are not rendered. However it seems to work fine with a model of a pitcher and a model of a monkey.

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