我使用Assimp的OBJ文件来加载用我自己的渲染管线在OpenGL渲染。
I'm using Assimp to load in OBJ files to render in OpenGL using my own rendering pipeline.
但是,当我在一个文件中加载,每的脸上有指数(0,1,2),而不是适当的条目到顶点数组。
But when I load in a file, every face has indices (0,1,2), rather than appropriate entries into the vertex array.
每一个例子,我能找到做类似的东西(这是我在做什么):
Every example I could find does something similar to this (which is what I'm doing):
for (size_t k = 0; k<mesh->mNumFaces; ++k)
{
if (mesh->mFaces->mNumIndices == 3)
{
out.index_list.push_back(mesh->mFaces->mIndices[0]);
out.index_list.push_back(mesh->mFaces->mIndices[1]);
out.index_list.push_back(mesh->mFaces->mIndices[2]);
}
else
{
std::cout << "wierd number of indices to a face: " << mesh->mFaces->mNumIndices << std::endl;
}
}
或本(我已经试过了,是的非常的错误):
for (size_t k = 0; k<mesh->mNumFaces; ++k)
{
if (mesh->mFaces->mNumIndices == 3)
{
out.index_list.push_back(mesh->mFaces->mIndices[0]+k*3);
out.index_list.push_back(mesh->mFaces->mIndices[1]+k*3);
out.index_list.push_back(mesh->mFaces->mIndices[2]+k*3);
}
else
{
std::cout << "wierd number of indices to a face: " << mesh->mFaces->mNumIndices << std::endl;
}
}
我也尝试基于顶点的相对数量的一些变化和面临的一个网格,猜测,它应该是一个三角形带,等等...,这也不能正常工作。
I've also tried some variations based on the relative number of vertexes and faces in a mesh, guessing that it should be a triangle strip, etc... and that also isn't working.
例如:
if (mesh->mNumFaces == mesh->mNumVertices-2)
for (size_t k = 0; k<mesh->mNumVertices-2; ++k)
{
if (k%2)
{
out.index_list.push_back(k+1);
out.index_list.push_back(k+0);
out.index_list.push_back(k+2);
}
else
{
out.index_list.push_back(k+0);
out.index_list.push_back(k+1);
out.index_list.push_back(k+2);
}
}
else if...
我显然失去了一些东西非常基本的和明显的这里,但我看不出它是什么。
I'm obviously missing something very basic and obvious here, but I can't see what it is.
我觉得你的code只是加载在网格(aiMesh)的第一个三角形(面)的指数。
mesh-&GT; MFACE
是一个指针,它指向第一的数组元素 aiFace
秒。
你的(第一)code不考虑变量 K
,你的脸索引。
相反,像这样做:
I think your code just loads the the indices of the first triangles(faces) in the mesh(aiMesh).
mesh->mFace
is a pointer which points to the first element of the array of aiFace
s.
Your (first) code doesn't take into account the variable k
, your face index.
Instead, do it like this:
for (size_t k = 0; k<mesh->mNumFaces; ++k)
{
if (mesh->mFaces->mNumIndices == 3)
{
// kth face!
out.index_list.push_back(mesh->mFaces[k].mIndices[0]);
out.index_list.push_back(mesh->mFaces[k].mIndices[1]);
out.index_list.push_back(mesh->mFaces[k].mIndices[2]);
}
else
{
std::cout << "wierd number of indices to a face: " << mesh->mFaces->mNumIndices << std::endl;
}
}
这样,你的 index_list
应充满正确的指标。
希望这可以帮助! :)
This way your index_list
should be filled with the correct indices.
Hope this helps! :)