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Hi all,
I am having a little bit of trouble with a program ive implemented. It loads the desired .obj model from the users directory and displays it on a canvas. The user can then rotate around the object, adjust the color of the lighting and add or remove textures. However, when i load the model, the lighting is screwed. The whole object is the exact same shade of light, and changes when i move the object around (the whole object for example, changes from light to dark). There is no sense of 3D. When i draw an object with glut, the lighting is perfect. Just wondering if this is reminiscent of a popular problem? I also cant apply textures, whereas i can with glut, using the exact same procedure. Any help would be great! I can post my obj reader if you'd like. |
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Sounds like u have forgotten to export/import normals and/or texture coordinates for ur model. Glut generates those for u automatically.
U have to explicitly export normals/texture coordinates when u export from e.g. blender. If the problem lies in ur loader u may have a look at my implementation here: WavefrontObjectLoader_DisplayList.java |
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Thanks a lot!!!! Worked perfectly!
Now i can load objects and apply textures! Albeit a bit laggy when moving my object around. If you have time, just 1 more question related to loading OBJ files. I can load numerous obj models, but when i try to load a specific model (its a AK47 model) i get a buffer overflow exception. I take it its because theres too much being done in memory. Is this a limitation of the loader, or of my code? Thanks for the help, its much appreciated |
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Nope, the loader has no 'build in' limitation. Usually when u got problems with specific models it's an export problem on the 3D modeler side (e.g. with Blender or 3DSMax). Generally u have to "triangulate" the model during/before export to make it a valid wavefront mesh with multiples of 3 (or 4) as vertex count of the polygons, or otherwise u will get these 'strange buffer over-/under-flows'.
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In reply to this post by Flows
there are many ways to represent the same model in a obj file. Every
model exporter has a slightly different "handwriting", some of them are even broken. Sometimes it helps to load the model in a editor and export it again to have a clean obj file. I remember as i learned programming I managed to write a jogl obj loader which only worked with models exported from Wings3d* :) *http://www.wings3d.com/ -michael On 04/18/2011 10:39 PM, Flows [via jogamp] wrote: > > Thanks a lot!!!! Worked perfectly! > > Now i can load objects and apply textures! Albeit a bit laggy when moving my > object around. > > If you have time, just 1 more question related to loading OBJ files. I can > load numerous obj models, but when i try to load a specific model (its a > AK47 model) i get a buffer overflow exception. I take it its because theres > too much being done in memory. Is this a limitation of the loader, or of my > code? > > Thanks for the help, its much appreciated > > _______________________________________________ > If you reply to this email, your message will be added to the discussion below: > http://forum.jogamp.org/Lighting-on-OBJ-Model-after-import-tp2816340p2836152.html > To start a new topic under jogamp, email [hidden email] > To unsubscribe from jogamp, visit ... [show rest of quote]
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