Note that there are some explanatory texts on larger screens.

plurals
  1. PO
    primarykey
    data
    text
    singulars
    1. This table or related slice is empty.
    plurals
    1. This table or related slice is empty.
    1. This table or related slice is empty.
    1. This table or related slice is empty.
    1. VO
      singulars
      1. This table or related slice is empty.
    2. VO
      singulars
      1. This table or related slice is empty.
    3. VO
      singulars
      1. This table or related slice is empty.
    1. COThanks! I'm utilizing vertex arrays + display lists already (a space sim needs very little animation). I'll mark your answer as accepted, as soon as you EDIT one little thing: You're WRONG about .obj not providing VERTEX NORMALS :-) See the "vn" command and usage of vertex normals in "f": you specify a normal per vertex, not per face. You're mixing up .obj with .3ds in this case. Besides, I'm going with .obj for now, but I'll make a transition later on to something else. Perhaps I'll even use .obj as an intermediate format: another reason to know all the details of it.
      singulars
    2. COWhen I was using .obj files I found that the number of "vn" entries always exceeds the number of "v" entries. Export a simple model and check this for yourself. This is because .obj provides several normals per vertex for different faces. That means that an 8 vertex cube could have up to 24 "vn" entries, one for each vertex's adjoining face. To have a one-to-one correspondence with vertices and their normals, you must do the calculation I mentioned previously. Alternatively, you can duplicate a vertex for every face it shares and then use all 24 "vn" entries. I hope that's clearer!
      singulars
    3. COHere's some reputation for you :) Ah yes, that's right. But it MUST provide several normals in case of sharp objects, such as cubes. I don't want a cube mapped smoothly, I want it to be mapped sharply! And that's what OBJ allows you to do. Averaging them is a completely wrong way to approach it; so yes, you must duplicate them and optimize them (if you wish). But the real reason why OBJ is problematic for OpenGL is that you need several indices for single face vertex; yet OpenGL doesn't support this. You'd need index array for indices... you see my point. THat's what annoys me; normals are ok
      singulars
 

Querying!

 
Guidance

SQuiL has stopped working due to an internal error.

If you are curious you may find further information in the browser console, which is accessible through the devtools (F12).

Reload