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SOS!! the problem for rendering

October 26, 2010 - 5:23am #1

I asked, Is there a method to make a 3D object easily?
You answered...
The SDK does not provide an importer/renderer for 3D model formats. The sample programs use a simple header format that stores static geometry in four lists: vertices, normals, texture coordinates, and indices. See the Teapot.h file for an example. Also, see the ImageTargets.cpp file for an example of how to feed this data to OpenGL and render the result.

The documentation suggests the RightHemisphere DeepExploration tool for converting 3D geometry to a C++ header file. You can also find a number of C++ importers for various file formats (.obj, collada, etc.) Anything that works with OpenGL ES and that can be built for Android should work with the SDK.

I couldn't sleep well cause rendering:confused:. For me, it's hard to get 3D geometry
by RightHemisphere DeepExploration, Blender, 3D MAX, etc.
I spent a lot of time to search the information how to get 3D geometry.
This SDK has some 3D geometry(letter A,C,Q,R,Cube,Teapot) information.
Can you tell me how to get it those information(vertices,TexCoords,Normals,Indices) specifically? What kind of 3D tools did you use?
I just want to draw sphere.

Help me, please....:)

Re: SOS!! the problem for rendering

November 25, 2010 - 5:47am #4

Thanks! This is what I was looking for.

Re: SOS!! the problem for rendering

October 26, 2010 - 9:24am #3

Thank you so much.
I don't cry any more and now I can go to bed.
Your answer is very useful people who aren't familar with OpenGL ES.

Re: SOS!! the problem for rendering

October 26, 2010 - 6:39am #2

For the samples, we used Maya for the modeling and DeepExploration for the exporting. In DeepEx, you can save the model in the DirectX format and copy the sections for vertices, normals, texcoords, and faces into a header file. This is only one of many possible approaches, however. The SDK does not favor any particular approach to loading/rendering 3D assets. It simply uses OpenGL ES, which is the standard for 3D graphics on these devices. A basic understanding of OpenGL ES will probably be required for any custom rendering.

If you don't have access to any of the tools above, you should still be able to find a way to import your models. What format are your 3D models in? The simplest approach would probably be to start with a model in .obj format, since this is plain text and fairly straight forward. Then, you have a couple options:

1) Search the web for a tool that can take a .obj file and output OpenGL-ready arrays, like what you see in our header files.
2) Write your own parser. The .obj format is pretty simple, if you are an experienced programmer who is just getting started with OpenGL this might be a good exercise. You can also find tutorials online for writing a .obj parser.

- Kim

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