I've finally figured out how to get the data from a .obj file and store the vertex positions x,y,z into a structure called Points with members x y z which are of type float. I want to know how to get this data onto the screen.
Here is my attempt at doing so:
//make a fileobject and store list and the index of that list in a c string
ifstream file (list[index].c_str() );
std::vector<int>faces;
std::vector<Point>points;
points.push_back(Point());
Point p;
int face[4];
while ( !file.eof() )
{
char modelbuffer[10000];
//Get lines and store it in line string
file.getline(modelbuffer, 10000);
switch(modelbuffer[0])
{
case 'v' :
sscanf(modelbuffer, "v %f %f %f", &p.x, &p.y, &p.z);
points.push_back(p);
cout << "Getting Vertex Positions" << endl;
cout << "v" << p.x << endl;
cout << "v" << p.y << endl;
cout << "v" << p.z << endl;
break;
case 'f':
sscanf(modelbuffer, "f %d %d %d %d", face, face+1, face+2, face+3 );
cout << face[0] << endl;
cout << face[1] << endl;
cout << face[2] << endl;
cout << face[3] << endl;
faces.push_back(face[0]);
faces.push_back(face[1]);
faces.push_back(face[2]);
faces.push_back(face[3]);
}
GLuint vertexbuffer;
glGenBuffers(1, &vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, points.size(), points.data(), GL_STATIC_DRAW);
//glBufferData(GL_ARRAY_BUFFER,sizeof(points), &(points[0]), GL_STATIC_DRAW);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0);
glVertexPointer(3, GL_FLOAT, sizeof(points),points.data());
glIndexPointer(GL_DOUBLE, 0, faces.data());
glDrawArrays(GL_QUADS, 0, points.size());
glDrawElements(GL_QUADS, faces.size(), GL_UNSIGNED_INT, faces.data());
}
As you can see I've clearly failed the end part but I really don't know why its not rendering the data onto the frustum? Does anyone have a solution for this?