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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
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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 3ds model loading using separate buffers


We will now create model loader and renderer for Autodesk® 3ds model format which is a simple yet efficient binary model format for storing digital assets.

Getting started

The code for this recipe is contained in the Chapter5/3DsViewer folder. This recipe will be using the Drawing a 2D image in a window using a fragment shader and the SOIL image loading library recipe from Chapter 1, Introduction to Modern OpenGL, for loading the 3ds mesh file's textures using the SOIL image loading library.

How to do it…

The steps required to implement a 3ds file viewer are as follows:

  1. Create an instance of the C3dsLoader class. Then call the C3dsLoader::Load3DS function passing it the name of the mesh file and a set of vectors to store the submeshes, vertices, normals, uvs, indices, and materials.

    if(!loader.Load3DS(mesh_filename.c_str( ), meshes, vertices, normals, uvs, faces, indices, materials)) {
      cout<<"Cannot load the 3ds mesh"<<endl;
    ...
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