Timeline for How to Create A Vertex Buffer Object from Wavefront Data
Current License: CC BY-SA 3.0
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Jun 14, 2017 at 8:15 | comment | added | Maximus Minimus | @Krythic - .obj is actually a horrible format for this kind of use case; it's fine for tutorials and fine for interchange, but the ideal model format would be one where you could push file data directly to a VBO without any parsing or pre-processing. | |
Jun 14, 2017 at 7:35 | comment | added | Krythic | model format, which will look much like a .obj, except that it will be already pre-optimized so that the indice array aligns with the other associated arrays. Baking the results into a new format will lead to less overhead during the loading and execution of my game, which is what every game developer wants at the end of the day. I'm actually kind of glad that I discovered all of this when I did, because this is a headache that needs to be dealt with sooner rather than later. I will also be choosing your answer if you can just do me a small favor and basically sum up what I have just said. | |
Jun 14, 2017 at 7:30 | comment | added | Krythic | I've been doing a lot of reading...seriously, I don't think I can express just how much I have been doing. It's become painfully obvious that a Wavefront Model does not inherently support VBO's out-of-the-box. According to the sources that I have seen, I will need to load in the data and modify it so that the indices line up with the Vertices array, the Normals array, and the texture array. This means that I will have to be duplicating index locations in order to obtain a congruent array of indices, which is properly aligned. Because of this I will also take the extra step of declaring my own | |
Jun 13, 2017 at 14:27 | history | edited | Maximus Minimus | CC BY-SA 3.0 |
multiple typos
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Jun 13, 2017 at 11:14 | history | answered | Maximus Minimus | CC BY-SA 3.0 |