Just in case you're sing Blender to create your models, try using the exporter here
http://ksolek.fm.interia.pl/Blender/
I've used it to change the ImageTragets sample's teapot for another object and so far I've got away with it quite well. I still have to figure out how to apply textures though.
In order to use the data provided by the .h file I had to include it (of course) and then replace the code
[CODE" />
glVertexAttribPointer(vertexHandle, 3, GL_FLOAT, GL_FALSE, 0,(const GLvoid*) &teapotVertices[0" />);
glVertexAttribPointer(normalHandle, 3, GL_FLOAT, GL_FALSE, 0,(const GLvoid*) &teapotNormals[0" />);
glVertexAttribPointer(textureCoordHandle, 2, GL_FLOAT, GL_FALSE, 0,(const GLvoid*) &teapotTexCoords[0" />);
[/CODE" />
for
[CODE" />
glVertexAttribPointer(vertexHandle, 3, GL_FLOAT, GL_FALSE, sizeof(vertex_struct), (const GLfloat*) &vertices[0" />.x);
glVertexAttribPointer(normalHandle, 3, GL_FLOAT, GL_FALSE, sizeof(vertex_struct), (const GLfloat*) &vertices[0" />.nx);
glVertexAttribPointer(textureCoordHandle, 2, GL_FLOAT, GL_FALSE, sizeof(vertex_struct), (const GLfloat*) &vertices[0" />.u);[/CODE" />
and then replace
[CODE" />
glDrawElements(GL_TRIANGLES, NUM_TEAPOT_OBJECT_INDEX, GL_UNSIGNED_SHORT, (const GLvoid*) &teapotIndices[0" />);
[/CODE" />
for
[CODE" />
glDrawElements(GL_TRIANGLES, (faces_count[0" /> * 3), GL_UNSIGNED_SHORT,(const GLvoid*) &indexes[0" />);[/CODE" />
The model I sed needed some basic transformations (scaling, rotating and translating) but for a start it looked good enough :). Next step should be applying textures but for now, I can't help you with it.
I hope it helps.
Just in case you're sing Blender to create your models, try using the exporter here
http://ksolek.fm.interia.pl/Blender/
I've used it to change the ImageTragets sample's teapot for another object and so far I've got away with it quite well. I still have to figure out how to apply textures though.
In order to use the data provided by the .h file I had to include it (of course) and then replace the code
[CODE" />
glVertexAttribPointer(vertexHandle, 3, GL_FLOAT, GL_FALSE, 0,(const GLvoid*) &teapotVertices[0" />);
glVertexAttribPointer(normalHandle, 3, GL_FLOAT, GL_FALSE, 0,(const GLvoid*) &teapotNormals[0" />);
glVertexAttribPointer(textureCoordHandle, 2, GL_FLOAT, GL_FALSE, 0,(const GLvoid*) &teapotTexCoords[0" />);
[/CODE" />
for
[CODE" />
glVertexAttribPointer(vertexHandle, 3, GL_FLOAT, GL_FALSE, sizeof(vertex_struct), (const GLfloat*) &vertices[0" />.x);
glVertexAttribPointer(normalHandle, 3, GL_FLOAT, GL_FALSE, sizeof(vertex_struct), (const GLfloat*) &vertices[0" />.nx);
glVertexAttribPointer(textureCoordHandle, 2, GL_FLOAT, GL_FALSE, sizeof(vertex_struct), (const GLfloat*) &vertices[0" />.u);[/CODE" />
and then replace
[CODE" />
glDrawElements(GL_TRIANGLES, NUM_TEAPOT_OBJECT_INDEX, GL_UNSIGNED_SHORT, (const GLvoid*) &teapotIndices[0" />);
[/CODE" />
for
[CODE" />
glDrawElements(GL_TRIANGLES, (faces_count[0" /> * 3), GL_UNSIGNED_SHORT,(const GLvoid*) &indexes[0" />);[/CODE" />
The model I sed needed some basic transformations (scaling, rotating and translating) but for a start it looked good enough :). Next step should be applying textures but for now, I can't help you with it.
I hope it helps.