我从各个可以想象的角度看待这个问题,我看不出我做错了什么,所以我问你。我有一个使用opengl的小C ++程序,可以绘制一个多维数据集。我尝试使用此函数从.obj文件加载它
std::vector< unsigned int > vertexIndices, uvIndices;
std::vector< glm::vec3 > temp_vertices;
std::vector< glm::vec2 > temp_uvs;
FILE* file = fopen(objFile.c_str(), "r");
if (file == NULL) {
printf("Impossible to open the file !\n");
return;
}
while (true)
{
char lineHeader[128];
int res = fscanf(file, "%s", lineHeader);
if (res == EOF)
break;
if (strcmp(lineHeader, "v") == 0)
{
glm::vec3 vertex;
fscanf(file, "%f %f %f\n", &vertex.x, &vertex.y, &vertex.z);
temp_vertices.push_back(vertex);
}
else if (strcmp(lineHeader, "vt") == 0)
{
glm::vec2 uv;
fscanf(file, "%f %f\n", &uv.x, &uv.y);
temp_uvs.push_back(uv);
}
else if (strcmp(lineHeader, "f") == 0)
{
unsigned int vertexIndex[3], uvIndex[3];
int matches = fscanf(file, "%d/%d %d/%d %d/%d", &vertexIndex[0], &uvIndex[0],
&vertexIndex[1], &uvIndex[1], &vertexIndex[2], &uvIndex[2]);
if(matches != 6)
{
matches = fscanf(file, "%d %d",
&vertexIndex[1], &vertexIndex[2]);
if (matches != 2)
{
printf("File can't be read by our simple parser : ( Try exporting with other options\n");
return;
}
}
else
{
uvIndices .push_back(vertexIndex[0]);
uvIndices .push_back(vertexIndex[1]);
uvIndices .push_back(vertexIndex[2]);
}
vertexIndices.push_back(vertexIndex[0]);
vertexIndices.push_back(vertexIndex[1]);
vertexIndices.push_back(vertexIndex[2]);
}
else if (strcmp(lineHeader, "mtllib") == 0)
{
int res = fscanf(file, "%s", lineHeader);
FILE* fileTexture = fopen(lineHeader, "r");
while (true)
{
char lineHeader2[128];
int res = fscanf(fileTexture, "%s", lineHeader);
if (res == EOF)
break;
if (strcmp(lineHeader2, "map_Kd") == 0)
{
char textureFile[128];
fscanf(fileTexture, "%s", textureFile);
m_texture = Texture(textureFile);
}
}
}
}
m_vertices = new float[temp_vertices.size() * 3];
m_bytesSizeVertices = temp_vertices.size() * 3 * sizeof(float);
for (int i = 0; i < temp_vertices.size(); i++)
{
m_vertices[i * 3] = temp_vertices[i].x;
m_vertices[(i * 3) + 1] = temp_vertices[i].y;
m_vertices[(i * 3) + 2] = temp_vertices[i].z;
}
m_indices = new unsigned int[vertexIndices.size()];
m_bytesSizeIndices = (vertexIndices.size() * sizeof(unsigned int));
for (int i = 0; i < vertexIndices.size(); i++)
{
m_indices[i] = vertexIndices[i];
}
m_trianglesNum = vertexIndices.size();
if(temp_uvs.size() != 0)
{
m_texCoords = new float[temp_uvs.size() * 2];
m_bytesSizeTexCoords = temp_uvs.size() * 2 * sizeof(float);
for (int i = 0; i < vertexIndices.size(); i++)
{
m_texCoords[vertexIndices[i] * 2] = temp_uvs[uvIndices[i]].x;
m_texCoords[vertexIndices[i] * 2 + 1] = temp_uvs[uvIndices[i]].y;
}
m_texture.load();
}
else
m_bytesSizeTexCoords = 0;
(对不起,长篇大论)。当我加载它时:
# Blender v2.76 (sub 0) OBJ File: ''
# www.blender.org
o Cube
v 1.000000 -1.000000 -1.000000
v 1.000000 -1.000000 1.000000
v -1.000000 -1.000000 1.000000
v -1.000000 -1.000000 -1.000000
v 1.000000 1.000000 -0.999999
v 0.999999 1.000000 1.000001
v -1.000000 1.000000 1.000000
v -1.000000 1.000000 -1.000000
s off
f 2 3 4
f 8 7 6
f 5 6 2
f 6 7 3
f 3 7 8
f 1 4 8
f 1 2 4
f 5 8 6
f 1 5 2
f 2 6 3
f 4 3 8
f 5 1 8
它得出了这个:
没有光线,但是有两个面很好,两个三角形从底端到另一个顶角
我在加载vbo时检查了数组的内容,并且每件事看起来都很好,所以我完全迷失在这里。
答案 0 :(得分:2)
在den obj文件中,索引从1开始(范围[1,8],但OpenGL期望它们从零开始(范围[0,7])。要解决此问题,只需从您的每个元素中减去1即可。索引列表。