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License: MIT License
Following in the style of NeHe, I'm doing some simple tutorials for the opengl4csharp library.
License: MIT License
In tutorial 16 > class ObjLoader > Line 307, 308, 309, I get weird splitting.
The string to split is 3/5/5 (for example) > After splitting is 3/5, and could not calculate int.Parse(indices[0]) - vertexOffset.
I was wondering, was that working for you? Because I exported an objs from 3ds max. There were some problems like additional spaces in the obj (where should not excisted), but this issue is in the code. And I was wondering is Tutorial 16 still in construction or is it complete? I am on vacation now, but when I get home, I will try the objs from the link you gave to the previous issue. Thanks.
I'm taking a look at tutorial 15. I'm wondering how I could set the default camera zoom (or perspective) for the cube to take all avaiable screen space (without overflow).
I'm aiming to achieve something like this:
In provided code, I would have to press "W" until the zoom makes the cube take all available screen height. Is it a way to set this default zoom dinamically taking into account the cube size so it always take all screen height or width without overflowing?
All tutorials run except #16 Could not find a part of the path '...\OpenGLTutorial16\OpenGLTutorial16\bin\Debug\enterprise\enterprise.obj'. The obj doesn't seem to exist in any directory.
i couldn't detect the cause of the bug but bug is in your OnMove function x or y gets 1 above or below the value of downX/Y and it doesn't send mouse to the downX/Y cordinates so it increases yaw and pitch. i just modified the condition like this:
if((x == downX && y == downY) || Math.Pow((downX - x), 2) + Math.Pow((downY - y), 2) < 16) return;
and it works. i hope it helps
you can see problem here:
http://pastebin.com/9xRZHipQ
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