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OpenGL Development Cookbook

You're reading from   OpenGL Development Cookbook OpenGL brings an added dimension to your graphics by utilizing the remarkable power of modern GPUs. This straight-talking cookbook is perfect for intermediate C++ programmers who want to exploit the full potential of OpenGL.

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Product type Paperback
Published in Jun 2013
Publisher Packt
ISBN-13 9781849695046
Length 326 pages
Edition 1st Edition
Tools
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Author (1):
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Muhammad Mobeen Movania Muhammad Mobeen Movania
Author Profile Icon Muhammad Mobeen Movania
Muhammad Mobeen Movania
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Toc

Table of Contents (10) Chapters Close

Preface 1. Introduction to Modern OpenGL FREE CHAPTER 2. 3D Viewing and Object Picking 3. Offscreen Rendering and Environment Mapping 4. Lights and Shadows 5. Mesh Model Formats and Particle Systems 6. GPU-based Alpha Blending and Global Illumination 7. GPU-based Volume Rendering Techniques 8. Skeletal and Physically-based Simulation on the GPU Index

Implementing OBJ model loading using interleaved buffers


In this recipe we will implement the Wavefront ® OBJ model. Instead of using separate buffer objects for storing positions, normals, and texture coordinates as in the previous recipe, we will use a single buffer object with interleaved data. This ensures that we have more chances of a cache hit since related attributes are stored next to each other in the buffer object memory.

Getting started

The code for this recipe is contained in the Chapter5/ObjViewer folder.

How to do it…

Let us start the recipe by following these simple steps:

  1. Create a global reference of the ObjLoader object. Call the ObjLoader::Load function, passing it the name of the OBJ file. Pass vectors to store the meshes, vertices, indices, and materials contained in the OBJ file.

      ObjLoader obj;
      if(!obj.Load(mesh_filename.c_str(), meshes, vertices, indices, materials)) {
        cout<<"Cannot load the 3ds mesh"<<endl;
        exit(EXIT_FAILURE);
      }
  2. Generate OpenGL...

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