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Thread: OpenGL md2

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    OpenGL md2

    Extension to load and render md2 models.
    This is a test version. It can only hold one model.
    Currently I need to figure out, how to render multiple instances of the same model. Obviously you would need to render each instance with different animation at different time. I'm not sure if keeping track of these multiple instances(their current animation frame, fps, interpolation ratio) should be extension's work or application's work.

    http://rapidshare.com/files/339671434/opengl_md2.zip

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    Re: OpenGL md2

    Thanks this seems like a good idea, is this part of the OpenGL object set though? I ask because i read Min was going to make one also although i notice it's based around Looki's version which is great but might not be updated now so maybe you should join forces for this.

    The example seems to work fine although edrt.exe is always near 100% in task manager when i run it which seems very high. Also one suggestion would be to change the load file icons in the example to folders and label as model and texture as i thought it would be saving something at first.

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    Re: OpenGL md2

    No, its not part of OpenGL set. I created it mostly for my own personal use before Min's version will be available(and to train extension making as i'm still learning it).
    It should not matter which version of opengl you use. I tested it with both and it works.
    And "100% in task manager" thing is not because of this extension. It seem that it is OpenGL extension itself that gets it that high if you set framerate to more than 60.

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    Re: OpenGL md2

    I know exactly whats going threw your head Algul, i'm working on a 3D engine; and I feel like I wanna leave potentially slow execution coding to the end user

    An extension which helps handle simple tasks like "point" to "poly" collisions, and 3D normals would be sufficient in those respects.


    BTW Thanks for a great extension :wink:

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    Re: OpenGL md2

    Just to clear up a bit of confusion, I'm not going to make an md2 extension myself ( I might make an ms3d extension but I'm not promising anything ) so this is great!

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    Re: OpenGL md2

    Edit -

    I have sorted the cpu now it works great when the FPS is lowered. You set it at 500 but then i set it to 60, with that value it would start low and then rise to 100% but then i set it to 50 and it works great and uses hardly any CPU at all.

    It is very nice, will be very useful in any OpenGL based games. Thanks

    --

    By the way i have a few links to source codes which could possibly be of use/help for model loading stuff if they are wanted.

    3DS Format -

    http://code.google.com/p/lib3ds

    Open Asset Import Library (Various formats) -

    http://assimp.sourceforge.net/index.html

    libQGLViewer (For creation of OpenGL 3D viewers) -

    http://www.libqglviewer.com/index.html

    Haven't checked them a lot or the licenses fully but they are probably ok, they seem like they would be good for multi 3d format stuff.

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    Re: OpenGL md2

    didn't looki also work on this
    oh well, this is excellent. Hyped!

    Would love to see a 3ds version, too

    edit: aww, this isn't for Opengl base?

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    Re: OpenGL md2

    Quote Originally Posted by SEELE
    An extension which helps handle simple tasks like "point" to "poly" collisions, and 3D normals would be sufficient in those respects.
    Anything I can help with?

    Quote Originally Posted by Atom
    You set it at 500...
    Oh, I was just testing how many models can I render before any FPS drop and I didn't change it back.My bad.

    Quote Originally Posted by MechaBowser
    didn't looki also work on this
    He did? Well I didn't know that. I would gladly leave it to Looki. He is more experienced than me.

    Quote Originally Posted by MechaBowser
    aww, this isn't for Opengl base?
    It works with both. It just don't have xlua interface. You will need to call MMF function from xlua.

    Quote Originally Posted by Min
    I might make an ms3d extension but I'm not promising anything
    That would be great

    And about 3ds. I lived under impression that 3ds is more "scene" file then just "model" file as it can stores so many things, and is used for models only because it's so widely supported. But I never really look into it. I love OBJ

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    Re: OpenGL md2

    Algul, nice extension.
    I did indeed work on an MD2 extension for the OpenGL Base, but I just wanted to see if it works. I just followed a MD2 loader tutorial on the internet. MechaBowser wanted to have animated model support so I had a quick look at it (It's not finished at all and not as stable as yours. The main problem was that animations didn't work at all).
    I guess more OpenGL Base integration would be great, e.g. having actions to load the texture from the texture bank, and being able to move the object around.

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    Re: OpenGL md2

    OBJ is an awful format really. It pairs up really well with the slow immediate-mode routines in OpenGL, but if you want to start using vertex arrays or VBOs then OBJ really starts working against you since it's poly-oriented instead of vertex-oriented. For simple text model formats I actually prefer Stanford PLY.

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