no the vertex data (booth UV vertex and geometry vertex) is stored as X,Y,Z positions. The face arrays booth UV and Geometry Face arrays point with index numbers to the corresponding verts. 0 for example means the 1st vertex in that array, 1 means the 2nd array because arrays usually start at the index 0. For every face…
it depends on what the other part, the format-user (e.g the engine) needs the basics are vertex positions, face-to-vertex data, face-normals data for texture support you additionally need vertex or face -to-uv data and maybe texture name (imo its better to don't store it in here but it depends) you have to decide here if…
for just a model with triangle faces and a UV map (what most formats carry) all you need:* vertex array (3 elements: each holding x,y,z positions) * face array (3 elements: each pointing to the index of the vertex array of that vertex) * uvVertex array (same as vertex, holds U & V coordinates of the UV verts) * uvFace…
Plop plop! Here is the progression : http://a.samavan.com/openGL/SamaTest_A.exe (file size : 120ko, do not need to install, double click on it) Exporter is done with Python from Maya. *.exe file built with Visual C++ express 2008 and openGL Library. To explain quickly, my python script creates the C++ code I need to create…
Exporter work with the Uvs! (yeah I know this not so exciting to read). The exporter will also add extra C++ line to make ready the model for instancing in Open GL! Once the openGL read the data it stocks it and I can call the model as an intense during the simulation. I also found a way to insert texture data in the *.exe…