Before you ask:
The Model is loaded correctly (when rotated certain parts fall in and out of view)
http://img.photobucket.com/albums/v1...o/ModelBug.jpg
Eh?
Here is my draw thingy
And here is the DrawMS3DModels() functonCode:void Draw (void) { glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity (); gluLookAt( 65, 65, 65, 0, 0, 0, 0, 1, 0 ); Model1->DrawMS3DModels(); glFlush (); }
If you need it I can post the LoadModelData() function, but I'm almost 85% sure its not thatCode:void MS3DModel::DrawMS3DModels() { GLboolean texEnabled = glIsEnabled( GL_TEXTURE_2D ); for ( int i = 0; i < NumMeshes; i++ ) { int materialIndex = Meshes[i].MaterialIndex; if ( materialIndex >= 0 ) { glMaterialfv( GL_FRONT, GL_AMBIENT, Materials[materialIndex].Ambient ); glMaterialfv( GL_FRONT, GL_DIFFUSE, Materials[materialIndex].Diffuse ); glMaterialfv( GL_FRONT, GL_SPECULAR, Materials[materialIndex].Specular ); glMaterialfv( GL_FRONT, GL_EMISSION, Materials[materialIndex].Emissive ); glMaterialf( GL_FRONT, GL_SHININESS, Materials[materialIndex].Shininess ); if ( Materials[materialIndex].Texture > 0 ) { glBindTexture( GL_TEXTURE_2D, Materials[materialIndex].Texture ); glEnable( GL_TEXTURE_2D ); } else glDisable( GL_TEXTURE_2D ); } else { glDisable( GL_TEXTURE_2D ); } glBegin( GL_TRIANGLES ); { for ( int j = 0; j < Meshes[i].NumTriangles; j++ ) { int triangleIndex = Meshes[i].TriangleIndices[j]; const Triangle* pTri = &Triangles[triangleIndex]; for ( int k = 0; k < 3; k++ ) { int index = pTri->VertexIndices[k]; glNormal3fv( pTri->VertexNormals[k] ); glTexCoord2f( pTri->Textures1[k], pTri->Textures2[k] ); glVertex3fv( Vertices[index].Location ); } } } glEnd(); } if ( texEnabled ) glEnable( GL_TEXTURE_2D ); else glDisable( GL_TEXTURE_2D ); }
Why does it look like that? Certain parts seem to be cut off of the viewport?
BTW The model is a 3d Cross



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