Timeline for Obj Blender Export Recommendation for OpenGL C++
Current License: CC BY-SA 3.0
7 events
when toggle format | what | by | license | comment | |
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Mar 7, 2013 at 20:18 | vote | accept | Spamdark | ||
Mar 6, 2013 at 22:51 | answer | added | Luke San Antonio Bialecki | timeline score: 4 | |
Mar 6, 2013 at 22:12 | comment | added | Spamdark | Yeah, that's the question. Can you post it in an answer.... Please? | |
Mar 6, 2013 at 15:09 | comment | added | Luke San Antonio Bialecki | basically, if I understand what you are describing, it works because of the wavefront format, each mesh file basically declares all the vertices: v 1.0 1.0 5.0 v 5.0 1.0 4.0 notice each vertex is independent of it's face, which are declared later. In fact now that I think of it, OpenGL has no concept of a mesh, everything is triangles, they are not explicitly connected to each other, therefore another mesh which isn't connected will be no problem, is this making sense? or do I not understand the question. | |
Mar 6, 2013 at 0:15 | comment | added | Spamdark | So, at that case, the wavefronts does not divide the meshes as blender do? When all the meshes are exported, at the end they are exported as one mesh? | |
Mar 6, 2013 at 0:12 | comment | added | Luke San Antonio Bialecki | I'm pretty sure that you as long as all the meshes which consist of the light bulb will be exported as long as they are the same object (i.e. you can't select the parts individually) I couldn't tell you whether it is more efficient to render all the meshes as the same vertex array(?) in opengl. However I do know that as long as the model space coordinates of the vertices are correct a transformation of all of those vertices should work as expected... | |
Mar 5, 2013 at 23:50 | history | asked | Spamdark | CC BY-SA 3.0 |