Just a heads up, I'm really new to this so sorry if my question is unclear:
I've made a 3D model using Blender and as the material for my model I just used a mix shader with glossy and diffuse textures. I'm trying to get it to show up correctly in LibGDX. When I render the model in Blender, here's what it looks like:
I then export the file to fbx, then use fbx-conv to convert it to a .g3db file, but when I try to load the model in my code(taken from http://blog.xoppa.com/loading-models-using-libgdx/):
public class Basic3DTest implements ApplicationListener {
PerspectiveCamera cam;
public CameraInputController camController;
public Environment environment;
public ModelInstance instance;
public ModelBatch modelBatch;
public AssetManager assets;
public Array<ModelInstance> instances = new Array<ModelInstance>();
public boolean loading;
@Override
public void create() {
modelBatch = new ModelBatch();
environment = new Environment();
environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f,
0.4f, 0.4f, 1f));
environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -.5f,
-0.6f, -1f));
cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(),
Gdx.graphics.getHeight());
cam.position.set(10f, 10f, 10f);
cam.lookAt(0, 0, 0);
cam.near = 0.1f;
cam.far = 300f;
cam.update();
camController = new CameraInputController(cam);
Gdx.input.setInputProcessor(camController);
assets = new AssetManager();
assets.load("data/Space Game/ModelData/blinky.g3db", Model.class);
loading = true;
}
private void doneLoading() {
Model ship = assets.get("data/Space Game/ModelData/blinky.g3db", Model.class);
ModelInstance shipInstance = new ModelInstance(ship);
instances.add(shipInstance);
loading = false;
}
@Override
public void dispose() {
modelBatch.dispose();
instances.clear();
assets.dispose();
}
@Override
public void pause() {
// TODO Auto-generated method stub
}
@Override
public void render () {
if (loading && assets.update())
doneLoading();
camController.update();
Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
modelBatch.begin(cam);
modelBatch.render(instances, environment);
modelBatch.end();
}
@Override
public void resize(int arg0, int arg1) {
// TODO Auto-generated method stub
}
@Override
public void resume() {
// TODO Auto-generated method stub
}
}
Here's what shows up:
Any idea what could be wrong? Thanks a bunch in advance.