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Enhancement - help?

<I've removed the problem description framework - it doesn't apply here>

Jeff... i'm trying to make an enhancement to the wavefrontloader and as such 
trying to put the 
objects loaded into a squash court (for want of a better description). So I've 
created a sheet or flat 
plane. It can be positioned with translate and rotate. That's fine, but I can't 
color it. I'm completely 
befuddled as to what's going on. I suspect someone with real opengl knowledge 
will see the issue 
quickly. 

I'll past here the code from drawView that I have (it's not the complete 
drawView). I'll also attach a 
zipped project.

    glPushMatrix();
    glLoadIdentity(); 

    glTranslatef(0.0, -1.0, -3.25);                     // Translate to the current position
    glRotatef(rotation, 0.0, 1.0, 0.0);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    //Configure OpenGL arrays
    glEnableClientState(GL_VERTEX_ARRAY);
    glEnableClientState(GL_NORMAL_ARRAY);
    glEnableClientState(GL_COLOR_ARRAY);
    //  glEnableClientState(GL_TEXTURE_COORD_ARRAY);        // makes glDrawElements crash 
with EXE_BAD_ACCESS

    glColor4f(1.0f, 0.0f, 0.0f, 1.0f);

    // set the scene
    glVertexPointer(3 ,GL_FLOAT, 0, cube_vertices); // create a pointer to the Verticies ? steps by 
3 ?
    glNormalPointer(GL_FLOAT, 0, cube_normals);     // create a pointer to the normals ? 
    glColorPointer(4, GL_FLOAT, 0, cube_colors);    // this code is a bit of a test - and seems 
over the top for the requirements


    const GLfloat           matAmbient[] = {1.0, 1.0, 1.0, 1.0};
    const GLfloat           matDiffuse[] = {1.0, 0.0, 1.0, 1.0};    // changing this will affect the 
colour of the surface
    const GLfloat           matSpecular[] = {1.0, 1.0, 1.0, 1.0};
    const GLfloat           lightShininess = 128.0;
    glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, matAmbient);
    glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiffuse);
    glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matSpecular);
    glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, lightShininess);

    for(int i = 0; i < num_cube_indices; i += cube_indicies[i] + 1)
    {
        glDrawElements(GL_TRIANGLE_STRIP, cube_indicies[i], GL_UNSIGNED_BYTE, 
&cube_indicies[i+1]);
    };

    glDisableClientState(GL_VERTEX_ARRAY);
    glDisableClientState(GL_NORMAL_ARRAY);
    glDisableClientState(GL_COLOR_ARRAY);
    //  glDisableClientState(GL_TEXTURE_COORD_ARRAY);
    glPopMatrix();


Original issue reported on code.google.com by [email protected] on 1 Aug 2009 at 3:58

Attachments:

Light objects Don't do GL_SHININESS

What steps will reproduce the problem?
1. Build the application
2. sprinkle errorcode = glGetError(); all over the place (actually, divide
and conquer works best...)
3. every time 
    glLightfv(GL_LIGHT0, GL_SHININESS, &lightShininess);
is called, note that errorcode is set to 1280, or 0x500 or GL_INVALID_ENUM

What is the expected output? 
glGetError() should return 0
The thing is that GL_SHININESS cannot be applied to light object. (Saw this
in a comment on one of Jeff's blog posts as well...)


What do you see instead?
1280, or 0x500 or GL_INVALID_ENUM

What version of the product are you using? 
May 13, 2009

On what operating system?
OS X 10.5

Please provide any additional information below.
Just remove lines 78 
    glLightfv(GL_LIGHT0, GL_SHININESS, &lightShininess);

and 84
    glLightfv(GL_LIGHT1, GL_SHININESS, &lightShininess);



Original issue reported on code.google.com by [email protected] on 15 May 2009 at 4:47

'Release' Product Name is GLGravity - unable to build

What steps will reproduce the problem?
1. Set build for Release
2. Build and run will not succeed
3. Product Name is GLGravity

What is the expected output? What do you see instead?
Wavefront OBJ Loader.app

What version of the product are you using? On what operating system?
Latest from CVS 14 July 2009

Please provide any additional information below.
To correct this issue, you need to double click on the TARGETS -> 
Wavefront OBJ Loader, select "Release", then
1. Search on Product Name, and change GLGravity to "Wavefront OBJ 
Loader"
2. Search on Prefix Header and set to "Wavefront_OBJ_Loader_Prefix.pch"
3. You should also update the code signing identity to your own for 
deployment to the iPhone.

Original issue reported on code.google.com by [email protected] on 18 Jul 2009 at 3:30

When using textures GL_BLEND and GL_TEXTURE_2D are not disabled

What steps will reproduce the problem?
1. Load object with texture into test app
2. See how objects without textures are messed up

See OpenGLTexture3D 's method initWithFilename on line 19 and 70

Please provide any additional information below.
Quick fix was to add to OpenGLWaveFrontObject.m

if (textureCoords != NULL)
    {
        glEnableClientState(GL_TEXTURE_COORD_ARRAY);
        glEnable(GL_TEXTURE_2D);
        glEnable(GL_BLEND);
        glTexCoordPointer(valuesPerCoord, GL_FLOAT, 0, textureCoords);
    }

and in the place then disable 

    if (textureCoords != NULL)
    {
        glDisableClientState(GL_TEXTURE_COORD_ARRAY);
        glDisable(GL_TEXTURE_2D);
        glDisable(GL_BLEND);
    }




Original issue reported on code.google.com by [email protected] on 1 Aug 2009 at 5:56

Cube Texture Filename Incorrect

What steps will reproduce the problem?
1. Open GLViewController.m
2. scroll to line 103: note path for resource is texturedcube, which refers
to an OBJ resource that is not included with the project
3. Build and run the project.

What is the expected output? 
Arotating cube should appear to the left of the earth

What do you see instead?
empty space

What version of the product are you using? 
Downloaded May 13

On what operating system?
OS x 10.5

Please provide any additional information below.
Fix this by specifying "uvcube2" instead. That is, change line 103 from
   path = [[NSBundle mainBundle] pathForResource:@"texturedcube"
ofType:@"obj"];

To
   path = [[NSBundle mainBundle] pathForResource:@"uvcube2" ofType:@"obj"];



Original issue reported on code.google.com by [email protected] on 15 May 2009 at 4:09

doesn't run on iPod touch

I loaded the application onto an iPod Touch running OS 2.2.1, eventually
overcame various 0xE800003A type errors. The app copies over, but I run it
and it just gets a black screen. (It runs perfectly in the simulator, however.)

Any ideas?

Here is the crash log: 

Incident Identifier: 83605773-C84E-47C5-B86C-52EFA4798272
CrashReporter Key:   b178d5fc4c73c3161882eceb73ed13605e2eb4a3
Process:         Wavefront OBJ Loader [160]
Path:           
/var/mobile/Applications/74BA0C81-7B55-444D-9EA1-AFE0F153336B/Wavefront OBJ
Loader.app/Wavefront OBJ Loader
Identifier:      Wavefront OBJ Loader
Version:         ??? (???)
Code Type:       ARM (Native)
Parent Process:  launchd [1]

Date/Time:       2009-04-09 12:51:10.296 -0400
OS Version:      iPhone OS 2.2.1 (5H11a)
Report Version:  103

Exception Type:  00000020
Exception Codes: 0x8badf00d
Highlighted Thread:  0

Application Specific Information:
Failed to launch

Thread 0:
0   Wavefront OBJ Loader            0x00002772 -[OpenGLWaveFrontObject
initWithPath:] (OpenGLWaveFrontObject.m:107)
1   Wavefront OBJ Loader            0x000083ba -[GLViewController
setupView:] (GLViewController.m:95)
2   Wavefront OBJ Loader            0x000094b2 -[GLView drawView] (GLView.m:171)
3   Wavefront OBJ Loader            0x00008fe6 -[GLView layoutSubviews]
(GLView.m:91)
4   UIKit                           0x30a73bd4 -[UIView(CALayerDelegate)
_layoutSublayersOfLayer:] + 32
5   QuartzCore                      0x31dd60e8 -[CALayer layoutSublayers] + 56
6   QuartzCore                      0x31dd5ff8 CALayerLayoutIfNeeded + 192
7   QuartzCore                      0x31dd576c CAContextCommitTransaction + 176
8   QuartzCore                      0x31dd5434 CATransactionCommit + 260
9   CoreFoundation                  0x3026a0e6 __CFRunLoopDoObservers + 380
10  CoreFoundation                  0x3026991a CFRunLoopRunSpecific + 1508
11  CoreFoundation                  0x30269320 CFRunLoopRunInMode + 44
12  GraphicsServices                0x31567e58 GSEventRunModal + 268
13  UIKit                           0x30a4fa6c -[UIApplication _run] + 520
14  UIKit                           0x30a591d0 UIApplicationMain + 1132
15  Wavefront OBJ Loader            0x000020a4 main (main.m:15)
16  Wavefront OBJ Loader            0x0000202c start + 44

Thread 1:
0   libSystem.B.dylib               0x3146baa4 mach_msg_trap + 20
1   libSystem.B.dylib               0x31468b70 mach_msg + 60
2   CoreFoundation                  0x30269748 CFRunLoopRunSpecific + 1042
3   CoreFoundation                  0x30269320 CFRunLoopRunInMode + 44
4   WebCore                         0x32bc0740 RunWebThread + 340
5   libSystem.B.dylib               0x31461786 _pthread_body + 34

Thread 2:
0   libSystem.B.dylib               0x3146baa4 mach_msg_trap + 20
1   libSystem.B.dylib               0x31468b70 mach_msg + 60
2   GraphicsServices                0x3156aca8 EventReceiveThread + 504
3   libSystem.B.dylib               0x31461786 _pthread_body + 34

Unknown thread crashed with unknown flavor: 5, state_count: 1

Binary Images:
    0x1000 -     0xafff +Wavefront OBJ Loader ??? (???)
<50a4115587a0ccbe16e7fcc65981f19a>
/var/mobile/Applications/74BA0C81-7B55-444D-9EA1-AFE0F153336B/Wavefront OBJ
Loader.app/Wavefront OBJ Loader
   0xa9000 -    0xaafff  dns.so ??? (???)
<7e54f40c0e9e0860314e49c290b340a3> /usr/lib/info/dns.so
0x2fe00000 - 0x2fe22fff  dyld ??? (???) <f6a50d5f57a676b54276d0ecef46d5f0>
/usr/lib/dyld
0x30000000 - 0x30008fff  libgcc_s.1.dylib ??? (???)
<2c68d752c35e553ce4944253c3e7aa02> /usr/lib/libgcc_s.1.dylib
0x3000c000 - 0x30079fff  libstdc++.6.dylib ??? (???)
<810ba7a889418c2fa42c2d82676249be> /usr/lib/libstdc++.6.dylib
0x300bb000 - 0x301a8fff  libobjc.A.dylib ??? (???)
<9b4b6a1caf13c2adfb8d235e76ec0618> /usr/lib/libobjc.A.dylib
0x301f9000 - 0x30200fff  libbsm.dylib ??? (???)
<f07f6291583d6e883f529b925f767cf6> /usr/lib/libbsm.dylib
0x30204000 - 0x30212fff  libz.1.dylib ??? (???)
<b590559dfa798361013a0f6e31018df7> /usr/lib/libz.1.dylib
0x30237000 - 0x302ddfff  CoreFoundation ??? (???)
<e461335556641a9049d6e12c53ffc13a>
/System/Library/Frameworks/CoreFoundation.framework/CoreFoundation
0x303a1000 - 0x30430fff  libsqlite3.0.dylib ??? (???)
<693269a3109bff32213a75a815e6cfe4> /usr/lib/libsqlite3.0.dylib
0x3066c000 - 0x3073ffff  Foundation ??? (???)
<2f0bb76cfade98f2e82f6ca281bca713>
/System/Library/Frameworks/Foundation.framework/Foundation
0x3085c000 - 0x30866fff  CoreVideo ??? (???)
<b6f9991ce47441fc89d4badec7f3c4e6>
/System/Library/PrivateFrameworks/CoreVideo.framework/CoreVideo
0x30875000 - 0x30884fff  AppSupport ??? (???)
<db82c3fc166570ea397ee1a3db682d55>
/System/Library/PrivateFrameworks/AppSupport.framework/AppSupport
0x30891000 - 0x30896fff  liblockdown.dylib ??? (???)
<31770f505dbc8e7f93165b075313dd93> /usr/lib/liblockdown.dylib
0x30a45000 - 0x30cc7fff  UIKit ??? (???) <9d01f1e817aeeb32a7baa24dce8dcddf>
/System/Library/Frameworks/UIKit.framework/UIKit
0x30f53000 - 0x30fd5fff  com.apple.framework.IOKit 1.5.1 (???)
<20aeee7efe340c9d7b2acc82221bb923>
/System/Library/Frameworks/IOKit.framework/Versions/A/IOKit
0x30ff3000 - 0x311a4fff  com.apple.CoreGraphics 1.359.13 (???)
<62747319453a181e5b507100afe3dac2>
/System/Library/Frameworks/CoreGraphics.framework/CoreGraphics
0x311f3000 - 0x31242fff  CFNetwork ??? (???)
<c99a3a401edecf543a6814982376fdea>
/System/Library/Frameworks/CFNetwork.framework/CFNetwork
0x31270000 - 0x312a6fff  OpenGLES ??? (???)
<d93585c3ba5bc619845e0cbb931b2b82>
/System/Library/Frameworks/OpenGLES.framework/OpenGLES
0x312b2000 - 0x3137afff  JavaScriptCore ??? (???)
<03567ce85a6b3f826de52833e35da633>
/System/Library/PrivateFrameworks/JavaScriptCore.framework/JavaScriptCore
0x313fa000 - 0x31521fff  libSystem.B.dylib ??? (???)
<0fc9fef437491a94d875daf247f36fbc> /usr/lib/libSystem.B.dylib
0x31564000 - 0x3156ffff  GraphicsServices ??? (???)
<02da76f5933f98481eee4e3f1b4b1c10>
/System/Library/PrivateFrameworks/GraphicsServices.framework/GraphicsServices
0x3158b000 - 0x315c0fff  Security ??? (???)
<7c0b94dedc0363335b62de411a4c53c0>
/System/Library/Frameworks/Security.framework/Security
0x315d9000 - 0x31686fff  ImageIO ??? (???)
<b85f0939025af03f5b006fe3cdbae76b>
/System/Library/PrivateFrameworks/ImageIO.framework/ImageIO
0x31822000 - 0x3184ffff  SystemConfiguration ??? (???)
<b673ff214ecb18f48ab3809c68b9f82c>
/System/Library/Frameworks/SystemConfiguration.framework/SystemConfiguration
0x31946000 - 0x319b6fff  CoreAudio ??? (???)
<66c5fd8f095c2e6c399240959674756e>
/System/Library/Frameworks/CoreAudio.framework/CoreAudio
0x31ad4000 - 0x31aeefff  AddressBook ??? (???)
<87f470763ba528f47d58f7e9486dfc42>
/System/Library/Frameworks/AddressBook.framework/AddressBook
0x31bcd000 - 0x31bd2fff  MBX2D ??? (???) <0f0d56c6fde0670732a89cc3166bbced>
/System/Library/PrivateFrameworks/MBX2D.framework/MBX2D
0x31bd6000 - 0x31bd7fff  MBXConnect ??? (???)
<5cb05b6860d3e5d31e2907344c60ddbc>
/System/Library/PrivateFrameworks/MBXConnect.framework/MBXConnect
0x31dcd000 - 0x31e4cfff  QuartzCore ??? (???)
<cb1aa94a3175bc326223fa7551b4d47c>
/System/Library/Frameworks/QuartzCore.framework/QuartzCore
0x31e85000 - 0x31e87fff  CoreSurface ??? (???)
<6aabe16c45a9ac9ec358efcb8e74ee2b>
/System/Library/PrivateFrameworks/CoreSurface.framework/CoreSurface
0x31e8c000 - 0x31e8dfff  IOMobileFramebuffer ??? (???)
<2622d9270459e18635ac3b9abe184249>
/System/Library/PrivateFrameworks/IOMobileFramebuffer.framework/IOMobileFramebuf
fer
0x3213e000 - 0x32223fff  libicucore.A.dylib ??? (???)
<ae540de6fb39ea79d564dded1607e1ae> /usr/lib/libicucore.A.dylib
0x32409000 - 0x324dafff  libxml2.2.dylib ??? (???)
<8784b9ffec64404a6a26fefe67ba45bd> /usr/lib/libxml2.2.dylib
0x325ec000 - 0x32c89fff  WebCore ??? (???)
<5ddaa2736116d1f8fae09e113b64037b>
/System/Library/PrivateFrameworks/WebCore.framework/WebCore
0x32fcb000 - 0x33051fff  WebKit ??? (???)
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/System/Library/PrivateFrameworks/WebKit.framework/WebKit
0x33404000 - 0x33442fff  libCGFreetype.A.dylib ??? (???)
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/System/Library/Frameworks/CoreGraphics.framework/Resources/libCGFreetype.A.dyli
b
0x33d10000 - 0x33d16fff  SpringBoardServices ??? (???)
<dffc7baf9374e6ccc3dc75bfa4294ae1>
/System/Library/PrivateFrameworks/SpringBoardServices.framework/SpringBoardServi
ces
0x344ec000 - 0x34509fff  libresolv.9.dylib ??? (???)
<d2cf3f40b8297909dcfd2ee83326af8c> /usr/lib/libresolv.9.dylib
0x34884000 - 0x3499dfff  AudioToolbox ??? (???)
<176bbb6b69d15cf4262fe5de5874eba3>
/System/Library/Frameworks/AudioToolbox.framework/AudioToolbox




Original issue reported on code.google.com by ispiro on 9 Apr 2009 at 4:54

Shininess value mis-interpreted

Material files have been known to use Ns values (Shininess) values in the range 
of 0-1000.  The 
Wave front loader cleanly passes the value into openGL which uses a 0-128 value 
limit on this 
data.  Thusly, we need to ratio the data.  If anyone has shininess issues... 
here is the fix>>

Open:
OpenGLWaveFrontMaterial.m:65

Was:

else if ([parseLine hasPrefix:@"Ns "])
    material.shininess = [[parseLine substringFromIndex:3] floatValue];


Change To:

else if ([parseLine hasPrefix:@"Ns "])
    material.shininess = ([[parseLine substringFromIndex:3] floatValue] / 1000) * 128;

Kind Regards,
Chris Danielson
MaxPowerSoft, LLC


Original issue reported on code.google.com by [email protected] on 17 Jun 2009 at 4:40

Using Cinema4D exported OBJ files cause texturing problem

What steps will reproduce the problem?
1. Export your textured mesh from Cinema4D using the Wavefront Exporter
2. Load it into your app using the WavefronOBJ loader
3. The r- and s-values seem to be flipped which causes the renderer to repeat 
the left-most row 
of your texture all over the polygon (since r, which is mostly 0.0, is used as 
the s-value).

What is the expected output? What do you see instead?
Texture coords would have to be added in the right order.

Please provide any additional information below.

When working with Cinema4D you will have to alter the following lines to get 
things working:

Replace the texture coord assignments inside the processOneVertex function (in 
OpenGLWavefrontObject.m) with this line:

textureCoords[(vertexNode->actualVertex * componentsPerTextureCoord) + i] = 
allTextureCoords[(vertexNode->textureCoords * componentsPerTextureCoord) + i] ;

Be aware that there are two occurences (in my case they're in line 33 and 44)!

This will cause the texture coordinates to be assigned in the order they appear 
in your 
Cinema4D OBJ export.

Original issue reported on code.google.com by [email protected] on 6 Feb 2010 at 12:01

About the obj file size

I download the project and the result is OK.

But I use the obj and mtl myself(obj file is 1.8MB, car.rar), then the program 
couldn't run correctly.

I check the program and found that the function initWithPath in the file 
OpenGLWaveFrontObject.m, there's limits for the dictionary while read face("f 
") data.

I also download the old version(wavefrontloader 1.0). The mtl file is analysed 
myself. The attached car.rar 3D module is OK. But if the obj file is too 
larger, such as 7.9MB(largecar.rar),the 3D module could be display, but it is 
distortion. It seems the faces couldn't be draw normally.

I wonder whether there's limmit for obj file size? Or there's provision for obj 
file's format, and so on..

Best Regards,
liet
2011.2.24


Original issue reported on code.google.com by [email protected] on 24 Feb 2011 at 3:50

Attachments:

cylinder2 obj files not included in the project

What steps will reproduce the problem?
1. use svn to checkout the source
2. open xcode project
3. open Resources and Models groups 

What is the expected output? 
cylinder2.mtl, cylinder2.obj included in the list.

What do you see instead?
These files are not included.


What version of the product are you using? 
Version as of May 14

On what operating system?
OS X 10.5.6

Please provide any additional information below.

Add those files to the project, then open GLViewController.m and change
line 110 from:

path = [[NSBundle mainBundle] pathForResource:@"uvcube2" ofType:@"obj"];

to

path = [[NSBundle mainBundle] pathForResource:@"cylinder2" ofType:@"obj"];

this will cause a nice cylinder to appear right above the earth.

Original issue reported on code.google.com by [email protected] on 15 May 2009 at 3:59

glEnableClientState(GL_TEXTURE) causes GL_INVALID_ENUM

What steps will reproduce the problem?
1. Set Breakpoint on line 88 of OpenGLWaveFrontmatrial.m
2. Put "error = glGetError();" above and below line 88
3. if after the call to line 88:
   glEnableClientState(GL_TEXTURE);
error will be GL_INVALID_ENUM

What is the expected output? 
error should be 0

What do you see instead?
error is GL_INVALID_ENUM


What version of the product are you using? 
May 13, 2009

On what operating system?
OS X 10.5

Please provide any additional information below.

Line 88 says:

   glEnableClientState(GL_TEXTURE);

but glEnableClientState does not take GL_TEXTURE as a parameter. Should it
be GL_TEXTURE_COORD_ARRAY, or is GL_TEXTURE correct but the call is not?
Maybe the call should be glMatrixMode( GL_TEXTURE );

so, in the section in question we are loading the PVRT file. But we are no
where near putting the texture info into a coordinate array. It looks like
that happens at line 124... 


Original issue reported on code.google.com by [email protected] on 15 May 2009 at 5:17

blender exported OBJ files have incorrect texturing

What steps will reproduce the problem?
1. Use the attached OBJ file myREye.obj and myREye.mtl along with the attached 
png files.
2. Replace GLViewController.m with the one in attached file so only the 
concerned OBJ is 
displayed.
3. Replace OpenGLWaveFrontObject.m (minor differences - do diff -rb with the 
original file)

What is the expected output? What do you see instead?
1. The bender output is the expected output - you can see it in 
OBJ-render-in-blender.jpg in 
the attachment.
2. The actual output is OBJ-in-iphone-simulator.jpg and 
OBJ-iphone-simulator-closeup.jpg 
(closeup of the same)

What version of the product are you using? On what operating system?
svn download on April 20, 2010 using MAC OS X (Snow Leopard)

Please provide any additional information below
Look at attached file "Wavefront-display-problem.tar.gz" for all details.

Original issue reported on code.google.com by [email protected] on 20 Apr 2010 at 11:42

Attachments:

Unable to load the model with more than 2k triangles

1. I prepared 3D models(vrml 1.0) with various number of polygons by
decimating original models.
10k, 5k, 4k, 3k, 2k, 1k
2. I converted those models to obj format using blender.
3. Try to load each model in wavefront obj loader.

The program starts to crash when I try to load the model with 3k polygons.
This only happens when I execute the program solely on the device. (without
connected to mac)
I tried to look at the object allocation status using instrument tool.
It looks like the code temporarily takes up large amount of memory space
while parsing obj file. After loading obj file, the memory has been
released correctly.
Can we possibly improve the code which uses less temporary space during
loading the obj file?


Original issue reported on code.google.com by [email protected] on 14 May 2009 at 8:12

Attachments:

cylinder2 is not displayed onscreen

What steps will reproduce the problem?
1. run application
2. no cylinder displayed

What is the expected output? What do you see instead?
-

What version of the product are you using? On what operating system?
15 July 2009 download from CVS

Please provide any additional information below.
GLViewController.m, line ~111 should say: path = [[NSBundle mainBundle] 
pathForResource:@"cylinder2" ofType:@"obj"];
if it doesn't already.

However the cylinder2.obj file and the cylinder2.mtl file have not been 
included in the xcode project.
Simply add these files into the project to have the cylinder displayed on 
screen at runtime.

Original issue reported on code.google.com by [email protected] on 16 Jul 2009 at 9:11

scale feature

unless I missed it. I realised I could not set scale a model loaded through
the library.

following the current implementation I added a new property in the
OpenGLWaveFrontObject.h file

Vertex3D currentScale;
@property Vertex3D currentScale;


and added this line in the OpenGLWaveFrontObject.m file

glScalef(currentScale.x, currentScale.y, currentScale.z);

just after these lines

// Rotate to the current rotation
    glRotatef(currentRotation.x, 1.0, 0.0, 0.0);
    glRotatef(currentRotation.y, 0.0, 1.0, 0.0);
    glRotatef(currentPosition.z, 0.0, 0.0, 1.0);


I can now scale the loaded model through the currentScale property

might be wort adding this feature for a reelease?

Seb

Original issue reported on code.google.com by [email protected] on 27 Jan 2010 at 1:22

Doesn't run on iOS5 simulator or iTouch4 with iOS5

What steps will reproduce the problem?
1. Run sample project on iOS5 simulator
or 
2. Run sample project on iTouch4 with iOS5 installed

What is the expected output? What do you see instead?
I expect to see the example app running.  Instead, on the iOS5 simulator, I 
just get a white screen and on the iTouch4, I just get a black screen.


What version of the product are you using? On what operating system?
checked out trunk on 2/2/2011


Please provide any additional information below.


Original issue reported on code.google.com by [email protected] on 2 Dec 2011 at 7:26

Presented with White Screen, quit app and can see objects in background

What steps will reproduce the problem?
1. Run Application in simulator
2. Loaded objects are not displayed, instead a white screen is presented
3. Quit Application
4. Loaded objects can be seen briefly as application quits

What is the expected output? What do you see instead?
We want to see the loaded application objects

What version of the product are you using? On what operating system?
Downloaded 15 July 2009

Please provide any additional information below.
Target OS is iPhone 3.0
Reference Wavefront_OBJ_LoaderAppDelegate.m, line 22
window = [[UIWindow alloc] initWithFrame:rect];
I don't believe that this line is required. The Window is automatically 
initialised when the NIB/XIB is loaded. 
Commenting out the line has produced a successful run of the application. 
No white screen and I can clearly see the loaded objects.

Great project by the way, thank you.
I have applied many of the changes in the comments here and have a new 
package if you wish for refreshing the project. Contact me directly if you 
desire.

Original issue reported on code.google.com by [email protected] on 16 Jul 2009 at 8:13

Wrong Light 2 setup

Only One Light (GL_LIGHT0) is currently active.

The Second light (GL_LIGHT1)is set up like this.

        glEnable(GL_LIGHT1);
    glLightfv(GL_LIGHT1, GL_AMBIENT, lightAmbient);
    glLightfv(GL_LIGHT2, GL_DIFFUSE, lightDiffuse);
    glLightfv(GL_LIGHT2, GL_POSITION, light2Position); 
    glLightfv(GL_LIGHT2, GL_SHININESS, &lightShininess);

While it should be
        glEnable(GL_LIGHT1);
    glLightfv(GL_LIGHT1, GL_AMBIENT, lightAmbient);
    glLightfv(GL_LIGHT1, GL_DIFFUSE, lightDiffuse);
    glLightfv(GL_LIGHT1, GL_POSITION, light2Position); 
    glLightfv(GL_LIGHT1, GL_SHININESS, &lightShininess);


The Scene is not lit as expected from 2 lights.

Original issue reported on code.google.com by [email protected] on 14 May 2009 at 7:23

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