parsing into several vector members

There are several ways 🙂 Custom attribute traits The same using semantic actions Everything in semantic actions, at detail level 1. Custom attribute traits The cleanest, IMO would to replace the Fusion Sequence Adaptation (BOOST_FUSION_ADAPT_STRUCT) by custom container attribute traits for Spirit: namespace boost { namespace spirit { namespace traits { template<> struct is_container<ElemParseData, void> … Read more

object loader in opengl

// Get the number of vertices obj_file >> md->vertices; // Get the number of faces obj_file >> md->faces; Read the spec again. That’s not how OBJs work. You have to parse out the vertexes/texture coordinates/normals/faces as you go along. Use something like this: #include <GL/glut.h> #include <glm/glm.hpp> #define GLM_ENABLE_EXPERIMENTAL #include <glm/gtx/component_wise.hpp> #include <vector> #include <fstream> … Read more

Why is my OBJ parser rendering meshes like this?

I haven’t downloaded your project. What people mostly struggle with when writing OBJ import code for rendering with OpenGL is the indices. And as @ratched_freak also suspects in his comment, that’s very consistent with the visual appearance of your cube. The OBJ format uses separate indices for positions, normals, and texture coordinates. For OpenGL rendering, … Read more

PyOpenGL how do I import an obj file?

Set the keyword argument collect_faces = True, when you read the Wavefront .obj file. That causes that triangle face data are collected for every mesh.: (See PyWavefront) scene = pywavefront.Wavefront(‘Handgun_obj.obj’, collect_faces=True) Compute the scene box. The vertices are contained in scene.vertices. Each vertex is tuple with 3 components (x, y, z coordinate): scene_box = (scene.vertices[0], … Read more

How do I sort the texture positions based on the texture indices given in a Wavefront (.obj) file?

If there are different indexes for vertex coordinates and texture coordinates, then the vertex positions must be “duplicated”. The vertex coordinate and its attributes (like texture coordinate) form a tuple. Each vertex coordinate must have its own texture coordinates and attributes. You can think of a 3D vertex coordinate and a 2D texture coordinate as … Read more

OpenGL – vertex normals in OBJ

normal/bump maps Provide fine details without increasing complexity of geometry that means more details at very low performance cost. Normal/bump maps are optional of coarse. normal shading (fragment shader) Normal is vector perpendicular to fragment/face/primitive there are 2 use for it: dull surface illumination lets have: color – per fragment/face/primitive color (modulated with texture) normal … Read more