C++ problem with assimp 3D model loader

Posted by Brendan Webster on Game Development See other posts from Game Development or by Brendan Webster
Published on 2012-03-28T04:06:39Z Indexed on 2012/03/28 5:43 UTC
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In my game I have model loading functions for Assimp model loading library. I can load the model and render it, but the model displays incorrectly. The models load in as if they were using a seperate projection matrix. I have looked over my code over and over again, but I probably keep on missing the obvious reason why this is happening.

Here is an image of my game: Misshaped cube

It's simply a 6 sided cube, but it's off big time!

Here are my code snippets for rendering the cube to the screen:

void C_MediaLoader::display(void)
{
    float tmp;

    glTranslatef(0,0,0);
    // rotate it around the y axis
    glRotatef(angle,0.f,0.f,1.f);
    glColor4f(1,1,1,1);

    // scale the whole asset to fit into our view frustum 
    tmp = scene_max.x-scene_min.x;
    tmp = aisgl_max(scene_max.y - scene_min.y,tmp);
    tmp = aisgl_max(scene_max.z - scene_min.z,tmp);
    tmp = (1.f / tmp);
    glScalef(tmp/5, tmp/5, tmp/5);

    // center the model
    //glTranslatef( -scene_center.x, -scene_center.y, -scene_center.z );
    // if the display list has not been made yet, create a new one and
    // fill it with scene contents
    if(scene_list == 0) {
        scene_list = glGenLists(1);
        glNewList(scene_list, GL_COMPILE);
            // now begin at the root node of the imported data and traverse
            // the scenegraph by multiplying subsequent local transforms
            // together on GL's matrix stack.
        recursive_render(scene, scene->mRootNode);
        glEndList();
    }
    glCallList(scene_list);
}



void C_MediaLoader::recursive_render (const struct aiScene *sc, const struct aiNode* nd)
{
    unsigned int i;
    unsigned int n = 0, t;
    struct aiMatrix4x4 m = nd->mTransformation;

    // update transform
    aiTransposeMatrix4(&m);
    glPushMatrix();
    glMultMatrixf((float*)&m);

    // draw all meshes assigned to this node
    for (; n < nd->mNumMeshes; ++n) {
        const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]];

        apply_material(sc->mMaterials[mesh->mMaterialIndex]);

        if(mesh->mNormals == NULL) {
            glDisable(GL_LIGHTING);
        } else {
            glEnable(GL_LIGHTING);
        }

        for (t = 0; t < mesh->mNumFaces; ++t) {
            const struct aiFace* face = &mesh->mFaces[t];
            GLenum face_mode;

            switch(face->mNumIndices) {
                case 1: face_mode = GL_POINTS; break;
                case 2: face_mode = GL_LINES; break;
                case 3: face_mode = GL_TRIANGLES; break;
                default: face_mode = GL_POLYGON; break;
            }

            glBegin(face_mode);

            for(i = 0; i < face->mNumIndices; i++) {
                int index = face->mIndices[i];

                if(mesh->mColors[0] != NULL)
                    glColor4fv((GLfloat*)&mesh->mColors[0][index]);

                if(mesh->mNormals != NULL) 
                    glNormal3fv(&mesh->mNormals[index].x);

                glVertex3fv(&mesh->mVertices[index].x);
            }

            glEnd();
        }
    }
    // draw all children
    for (n = 0; n < nd->mNumChildren; ++n) {
        recursive_render(sc, nd->mChildren[n]);
    }
    glPopMatrix();
}

Sorry there is so much code to look through, but I really cannot find the problem, and I would love to have help.

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