From 3DS to OpenGL c++ source code

Sign me up as well.

Originally posted by Asshen Shugar:
There’s a 3DS loading library somewhere on http://www.sourceforge.com . Look for 3dslib or lib3ds or something like that…

http://sourceforge.net/projects/lib3ds/

Originally posted by paddy:
[b]There is a cool tool that imports many 3D formats (3DS,LW,Maya) and allows direct export to C++ code generation a display list.

3D Explorer : http://www.xdsoft.com/explorer/ [/b]

That program was really impressive (at first)!!
But It doesn’t work as i would like…

  1. Texture mapping is not so good
  2. It rescales texture to at least 512x512 and this is not a good idea (if i wanna a 12x12 texture i can’t)
    That’s why I think I’m working good

This is a beta version of my program, with a simply 3ds file, try to import this with that programm and with mine.

I know There’s a lot of work to do!

Comments are wellcome.
chrs

if you wanna do some test

  1. use square texture and 2^n sided
  2. don’t use too many materials if the scene is complex
  3. always set materials’ colours, even if you use textures
  4. for texture use a diffuse map
  5. tiling work, mirroring I don’t know
  6. texture rotation angle is not implemented
  7. emissive light is nt implemented
  8. cpp export is not definitive (it doesn’t includes materials)

tell me if I forgot somthing else…

[This message has been edited by clucches (edited 03-30-2001).]

Just an idea for you to impliment. I’m almost done with my model library, and I make my texture names external.

A sample whould be:
GLuint* TextureNames=NULL;
GLuint nTextureNames=0;
TextureNames=Model->GetTextureNames(&nTextureNames);

Model->Draw(TextureNames);

Another function would return the file names in order so you can use your own texture loader. Also with external names you can easily impliment texture animations.

Good luck, looks cool so far. I couldn’t get the textures to draw in your program, just colors.

Can you add an fps display too, so we know what the performance is.

You can count me in as well. I have been trying for a long time to figure out how to make use of 3DS files in my OpenGL programs.

I’m in. I’d like to check it out.

I (it) need glut32.dll where can i get it… or can somebody mail it to me??

Originally posted by AHa:
I (it) need glut32.dll where can i get it… or can somebody mail it to me??

just use this site search engine…

[This message has been edited by clucches (edited 03-31-2001).]

Originally posted by WhatEver:
[b]Good luck, looks cool so far.

  1. I couldn’t get the textures to draw in your program, just colors.
  1. Can you add an fps display too, so we know what the performance is.[/b]
  1. 3DS doesn’t save yhe full path of a texture, maybe you only need to copy the tuxtures you use in the same directory of the 3DS file you exported!

  2. You must wait a little, before i have to implement the trackball.

had anyone else problems???please tell me or mail me.

Here you can download a beta version of my program

[This message has been edited by clucches (edited 03-31-2001).]

[This message has been edited by clucches (edited 03-31-2001).]

Ah yes, I figured it out. My texture name was stored in the 3ds file as a tga file.

****… I didn’t find it (glut32.dll)

please send it to me!

forgive me bad english…

This doesn’t sound all that useful if it just exports the 3ds file as a display list.
How can you control the contents of a display list once it’s been imported?
It’s a black box.
Say you imported a model of a car (with 4 wheels), how would you control the rotation of each wheel if it’s locked away inside a display list?
You really need to import the models as mini scenegraphs, and give the user access to each node. You should also be importing them as vertex arrays, not display lists.
Maybe you’ve thought of this already, but it doesn’t sound like it…

me too!!

R0X0RS

Count me in!!!

Originally posted by WhatEver:
Ah yes, I figured it out. My texture name was stored in the 3ds file as a tga file.

remember that my program supports only bmp files…

Wow! It would be great to have a look at your code… Im sortof coding a similar project my self, but it would be nice to see how someones has done it.

Count me in!

count me in too, but I was wondering if it would be too hard for one to convert it into something that can load 3ds models in real time (not make source code)…but anyway, it sounds cool!

Please send me a copy of binary and source.

Originally posted by AHa:
[b]****… I didn’t find it (glut32.dll)

please send it to me!

forgive me bad english…[/b]

redownload, now you don’t need gluts