View Full Version : OpenGL brain killer. (ok maybe not)
Liger86
12-30-2002, 05:56 PM
Ok, what I understand so far:
In OpenGL you do everything by specifying the point of a polygon right? (i don't know)
But if that is the case, then how do you do some complex objects, like a human or a car or a robot or a, you know what I mean...
So what is up with that, I aint gonna do that point by point.
Any shortcuts?
Polymorphic OOP
12-30-2002, 06:20 PM
point by point
Sang-drax
12-30-2002, 06:33 PM
Use a 3d-modelling program to create your objects.
Then load them into your application.
wudmx
12-30-2002, 06:55 PM
there i have a question... im a newbee in 3d programming and in game programming... how do "move" this character made by a 3D modelling program? one position from one side of the person is one thing, but the other thing is when the person is moving!?!?!
i don't want to have function names, just a brief overview about this :-) thx for all!
frenchfry164
12-30-2002, 09:20 PM
I don't know anything about 3d, but can't the model programs make animations for the 3d model, like a walk animation?
Yawgmoth
12-30-2002, 09:27 PM
Most 3d modellers also have animation features.
Polymorphic OOP
12-31-2002, 07:49 AM
Yes, of course, but you're always going to have to make a loader for them and something that draws and animates them in the program, or get someone elses code to do it -- what that breaks down to in OpenGL is vertex by vertex function calls (obviously in a loop but that's what it goes down to).
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