Hello guys I am having a real hard time getting .obj wavefront files to render correctly using IBO.
Now I wrote a parser, its very simple at the moment but it loads vertices and normals. If I bind the parsed vertex and normals I get great results, but if I bind the indices as GL_element... I get a hot mess.
Now I've been working on this for about a week, I've checked at least 20 pages on here and finally decided to ask a question.
I am not really sure whats wrong so I brought my code, some debugging info i wrote to the console, file that i wrote out from the program, screenshots, and videos. I really hope someone here can help me get past this hump.
pastebin : http://pastebin.com/uZs74DSn
You can see from the pastebin that I already account for the .obj file not being zero based by subtracting one from all the indices.
videos : 1. http://www.youtube.com/watch?v=tfqhDEMCjPA&feature=plcp monkey parsed and drawn with glarrays.
http://www.youtube.com/watch?v=SDeJk7sv2ZA&feature=plcp exact same model parsed but drawn with gldrawelements.
http://www.youtube.com/watch?v=3_HS8Q7FXsk&feature=plcp sphere parsed and drawn wigh gldrawelements
http://www.youtube.com/watch?v=w6Oqy3JdTRg&feature=plcp model i found on opengame art, rendered with lineloops but its fine since i used glarray.
http://www.youtube.com/watch?v=xHiCcK5QuE0&feature=plcp a lot of basic shapes rendered and well lit w/ glarrays.
I am really at a loss and hope someone out there can help me get past this hump. I would like to continue to learn shaders. This may be trivial for someone out there, I hope they are able to stop by and give a guiding idea!
bluBee