![]() One way to implement that when loading is via any of the Dictionary subclasses (eg, Hashtable). You might respond to the question "which OBJ vertex is at entry 23 in the list passed to OpenGL?" with an answer like "it's the vertex 46/10". You might think they're logically distinct but OpenGL doesn't. You need to invert the y coordinates coming in from the OBJ.ĮDIT: in response to what I'm interpreting as scepticism on Christian Rau's part below, for OpenGL purposes and limiting the properties to just those you actually use, a vertex is the combination of a position and a texture coordinate. OpenGL defines it to be in the bottom left. OBJ defines the origin within a texture to be at the top left. My problem is that I'm not sure how to input the texture coordinate indices into opengl es so my current model looks very strange since the texture coordinates do not match up. "v" represents the vertices, "vt" represents the texture coordinates and "f" represents the faces with the values before the forward slash being the indices corresponding to the vertices and the values after the slash are the indices corresponding to the texture coordinates. ![]() I'm exporting a simple icosphere that has been textured with a uv map from blender that comes in this format v 0.000000 -1.000000 0.000000 I've written a simple model viewer for android that parses a. ![]()
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