.obj

Why cannot I load .obj file to my repository?

情到浓时终转凉″ 提交于 2019-12-11 03:50:06
问题 I started using github newly. I'm having trouble to load my .obj file to my repository. I found a gitignore file good to use with unity projects and I'm using it. Temp/ Obj/ UnityGenerated/ Library/ *.svd *.userprefs *.csproj *.pidb *.sln *.suo *.user *.unityproj *.booproj which one of this causes this? or is there any other reason? 回答1: Your own gitignore is not the culprit here. So something else is likely causing your .obj files to be ignored. The reason is that .obj files in your context

How do I prevent Visual Studio from creating obj folders in my source directory?

笑着哭i 提交于 2019-12-10 15:21:13
问题 I've set the OutputPath, IntermediateOutputPath, and BaseIntermediateOutputPath tags in all my csproj files. Despite that, Visual Studio creates extra "obj" folders in my source directories. As far as I can tell, it creates the directory obj\Debug\TempPE and then leaves it empty. I don't mind Visual Studio creating all sorts of crap, but how do I tell it to create it only in places where I want it, not in the source directory? 回答1: It is not possible to prevent Visual Studio 2008 from doing

What could be wrong with my obj-parser?

落爺英雄遲暮 提交于 2019-12-08 12:12:33
问题 Given the following rendered objects (dragon with completely white texture) and stall with a basic texture. What might be the error? Are my indices wrong? Are some vertices or faces wrong? : What could possibly be wrong in my obj-renderer class? I followed a tutorial and unfortunately my model does not look like the desired model. The dragon should be completely white without any black lines and the stall texture looks wrong (white lines which shouldn't be there). This is the source-code

Converting C++ OpenGl to Java(LWJGL), glBufferData();

情到浓时终转凉″ 提交于 2019-12-08 03:47:41
问题 I've been messing around with LWJGL trying to create a .obj parser that will convert files exported from blender into OpenGL render code. I followed a tutorial similar to what i was doing, but it was written in c++, which i can hardly comprehend. I've managed to get everything working with the parser(I think) but when the time comes to actually render to model, i'm having a hard time creating a java equivalent of the c++ code. The tutorial uses this line of code: glBufferData(GL_ARRAY_BUFFER,

What types of geometry definition file format is best used with ray tracing to include the type of material

瘦欲@ 提交于 2019-12-07 03:21:07
问题 I wanted to use .obj format, but I noticed that it doesn't have representation for the type of material, i.e. opaque, transparent, reflective. Is there a common file format that includes that information as well, or should I just take the known .obj format and change it so that it'll include that info? 回答1: you might want to check mtl-files. Haven't (yet) used it myself though ;) http://people.sc.fsu.edu/~jburkardt/data/mtl/mtl.html and http://people.sc.fsu.edu/~jburkardt/data/obj/obj.html

Unity: Object is not being detected by raycast for highlighting

半城伤御伤魂 提交于 2019-12-07 02:38:30
I followed this tutorial on object selection. However, when I import my .obj assets and try to select/highlight them, it appears that the raycaster does not pick them up. Nothing happens when my mouse clicks on my .obj object. I added the necessary colliders (box collider even mesh collider) and nothing happens. What am I doing wrong? I didn't change the code from the source provided. I just imported my object file to the scene and added the necessary physics. All I want to do is highlight my .obj file via onMouseDown . AppRoot.cs: using UnityEngine; using System; public class TransformObject

Loading 3D objects and textures for OpenGL ES rendering

半腔热情 提交于 2019-12-06 15:11:07
I have some 3D objects stored in 3D editor application specific (Blender/Solid/3DS) file format exported to OBJ+MTL files with optional textures in PNG/JPG files. I would like to load these objects in OpenGL ES application on mobile phone (today for Android and in the near future for iOS too). And I don't want to write my own OBJ+MTL (or any other 3D format) parser. So I would like to use some 3D engine with support for loading 3D models (from OBJ+MTL or exported to 3D engine specific header/resource files from within my 3D editor) to achieve this. I have some experience with Min3D framework,

Three.js -> FileLoader(scope.manager) not constructor

牧云@^-^@ 提交于 2019-12-06 02:30:51
This might seems as a duplicated question, since it is very similar to this one or many others, but none of the posts I have seen really helped me to figure out where the problem is ( sure, it's me ;) ...), hence I dare to post it here, since it makes me going really crazy. Well, I am working on a project in Angular2 generated with Angular CLI (no backend task or any trafficking, just HTML + CSS + JS files at the moment ... all up to date and latest). I have imported Three.js and three-obj-loader through npm and declared it in my component like this: import * as THREE from 'three'; declare var

Java - Loading .OBJ files

坚强是说给别人听的谎言 提交于 2019-12-05 18:06:20
I want to be able to get information (like names of sub-components) from an .obj file. Is there a loader out there somewhere to do this? Java3D has an ObjectFile, but the list of methods I've seen makes me think it is not exactly what I want. Would I be better off just parsing the file myself? Thanks -Will Sean R Owens I wrote a java obj file format loader a few months ago that should easily do what you need. It's on git hub at; https://github.com/seanrowens/oObjLoader Note that the README says it's pre-alpha - this is primarily because pretty much nobody else has seen it yet. It parses most

Mapping Wavefront .obj texture vertex on OpenGL

瘦欲@ 提交于 2019-12-05 10:55:48
An artist gave me all 3D models for me exporting to .obj and .mtl in order that I can render it using OpenGL. But I can't figure out why the texture vertex are greater than 1 and sometimes negative. Take a look at this example: (...) vn -0.000717425 0.00106739 -0.00991695 vn 3.49779e-09 -5.22866e-09 -0.01 vn -0.00142294 0.00211706 -0.00966919 vn -0.00831486 -0.00555545 0 vt 5.82424 -20.091 vt 6.97527 -20.1873 vt 5.81848 -20.1618 vt -7.48189 8.29159 (...) He sent me all textures on TGA format, which I am loading it correctly, but I am not being able to map these vt s to a correct OpenGL texture