SOLVED: I'm not really sure how though... thanks for all your help guys.
I tried glDisable(GL_CULL_FACE);
but the mesh is still not visible.
Basically I'm trying to draw a mesh (made from verts, normals, and texture coords) in OpenGL, using a display list. The mesh is on .obj format (exported from 3ds max 2013)
The problem is that the mesh is not visible.
To draw the display list I'm just using glCallLists (list, 1);
I have verified that I can draw things to the screen by drawing a point in the center of the screen and that works fine.
Could it be possible that the camera is positioned inside the mesh? If so is there an OpenGL state that I could enable to allow me to see the inside of a set of verts?
I know that the data I have is all valid, verified by printing each vert, normal and texture coord to a file before adding it to the display list, it looks valid.
I have dont no glTranslatef
or anything like that, my projection matrix is setup like this:
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gluPerspective (45.0, (float)1024/(float)768, -9999, 9999);
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
If you want to have a look at the .obj file, here it is: http://pastebin.com/PpG3vG5e
This is how I create the display list:
list = glGenLists (1);
glNewList (list, GL_COMPILE);
glBegin (GL_TRIANGLES);
for (i = 0; i < data.face_count; i++)
{
// first vert
normal[0][0] = (float)data.vertex_normal_list[data.face_list[i]->normal_index[0]]->e[0];
normal[0][1] = (float)data.vertex_normal_list[data.face_list[i]->normal_index[0]]->e[1];
normal[0][2] = (float)data.vertex_normal_list[data.face_list[i]->normal_index[0]]->e[2];
tex[0][0] = (float)data.vertex_texture_list[data.face_list[i]->texture_index[0]]->e[0];
tex[0][1] = (float)data.vertex_texture_list[data.face_list[i]->texture_index[0]]->e[1];
tex[0][2] = (float)data.vertex_texture_list[data.face_list[i]->texture_index[0]]->e[2];
vert[0][0] = (float)data.vertex_list[data.face_list[i]->vertex_index[0]]->e[0];
vert[0][1] = (float)data.vertex_list[data.face_list[i]->vertex_index[0]]->e[1];
vert[0][2] = (float)data.vertex_list[data.face_list[i]->vertex_index[0]]->e[2];
// second vert
normal[1][0] = (float)data.vertex_normal_list[data.face_list[i]->normal_index[1]]->e[0];
normal[1][1] = (float)data.vertex_normal_list[data.face_list[i]->normal_index[1]]->e[1];
normal[1][2] = (float)data.vertex_normal_list[data.face_list[i]->normal_index[1]]->e[2];
tex[1][0] = (float)data.vertex_texture_list[data.face_list[i]->texture_index[1]]->e[0];
tex[1][1] = (float)data.vertex_texture_list[data.face_list[i]->texture_index[1]]->e[1];
tex[1][2] = (float)data.vertex_texture_list[data.face_list[i]->texture_index[1]]->e[2];
vert[1][0] = (float)data.vertex_list[data.face_list[i]->vertex_index[1]]->e[0];
vert[1][1] = (float)data.vertex_list[data.face_list[i]->vertex_index[1]]->e[1];
vert[1][2] = (float)data.vertex_list[data.face_list[i]->vertex_index[1]]->e[2];
// third vert
normal[2][0] = (float)data.vertex_normal_list[data.face_list[i]->normal_index[2]]->e[0];
normal[2][1] = (float)data.vertex_normal_list[data.face_list[i]->normal_index[2]]->e[1];
normal[2][2] = (float)data.vertex_normal_list[data.face_list[i]->normal_index[2]]->e[2];
tex[2][0] = (float)data.vertex_texture_list[data.face_list[i]->texture_index[2]]->e[0];
tex[2][1] = (float)data.vertex_texture_list[data.face_list[i]->texture_index[2]]->e[1];
tex[2][2] = (float)data.vertex_texture_list[data.face_list[i]->texture_index[2]]->e[2];
vert[2][0] = (float)data.vertex_list[data.face_list[i]->vertex_index[2]]->e[0];
vert[2][1] = (float)data.vertex_list[data.face_list[i]->vertex_index[2]]->e[1];
vert[2][2] = (float)data.vertex_list[data.face_list[i]->vertex_index[2]]->e[2];
for (j = 0; j < 3; j++)
{
glNormal3f (normal[j][0], normal[j][1], normal[j][2]);
glTexCoord3f (tex[j][0], tex[j][1], tex[j][2]);
glVertex3f (vert[j][0], vert[j][1], vert[j][2]);
}
}
glEnd ();
glEndList ();
EDIT: I've tried things like:
glTranslatef (0, 0, 5);
glCallList (mesh);
glTranslatef (0, 0, 0);
but they don't work either :(
EDIT:
@datenwolf Here is the code I use to draw it:
Draw_Begin ();
Mdl_Draw (list, 0.0f, 0.0f, 0.0f);
Draw_End ();
glFlush()
. – Derek