fixed model loading maybe
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60457309ae
commit
719e6993df
3 files changed
+6
-4
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@@ -83,7 +83,7 @@ public class Obj {
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// look for vertex
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// look for vertex
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for (int b = 0; b < 3; b++)
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for (int b = 0; b < 3; b++)
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if (temp_n_vbo.get(a + b) != v.get(vertex_index + b)) {
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if (temp_v_vbo.get(a + b) != v.get(vertex_index + b)) {
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vertex_found = false;
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vertex_found = false;
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break;
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break;
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}
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}
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@@ -97,7 +97,7 @@ public class Obj {
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if (vertex_found && normal_found)
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if (vertex_found && normal_found)
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{
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{
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i.add(a / 6);
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i.add(a / 3);
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vbo_el_found = true;
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vbo_el_found = true;
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}
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}
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}
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}
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@@ -69,6 +69,7 @@ public class Mesh {
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glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0);
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glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0);
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// Bind Normals into a VBO
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// Bind Normals into a VBO
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System.out.println(this.normals.length);
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FloatBuffer normals_buffer = stack.callocFloat(this.normals.length);
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FloatBuffer normals_buffer = stack.callocFloat(this.normals.length);
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normals_buffer.put(0, this.normals);
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normals_buffer.put(0, this.normals);
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vbo_id = glGenBuffers();
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vbo_id = glGenBuffers();
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@@ -22,7 +22,7 @@ public class Main implements GameLogic {
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@Override
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@Override
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public void init(Window window, World world, Render render) {
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public void init(Window window, World world, Render render) {
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Entity cube = new Entity("resources/objs/cube.obj", "resources/shaders/shader.frag", "resources/shaders/shader.vert");
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Entity cube = new Entity("resources/objs/sphere.obj", "resources/shaders/shader.frag", "resources/shaders/shader.vert");
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cube.model = new Matrix4f().identity().translate(0, 0, -10);
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cube.model = new Matrix4f().identity().translate(0, 0, -10);
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System.out.println(cube.model.toString());
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System.out.println(cube.model.toString());
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@@ -39,7 +39,8 @@ public class Main implements GameLogic {
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world.entities.get(0).model = new Matrix4f()
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world.entities.get(0).model = new Matrix4f()
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.identity()
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.identity()
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.translate(0, 0, -5)
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.translate(0, 0, -5)
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.rotate(ang, 0,1, 0);
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.rotate(ang, 0,1, 0)
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.rotate(ang * 2, 0, 0, 1);
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ang += 1.0f/100.0f;
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ang += 1.0f/100.0f;
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}
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}
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}
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}
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