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* Demonstrates how to load and display an Wavefront OBJ file.
* Using triangles and normals as static object. No texture mapping.
* OBJ files must be triangulated!!!
* Non triangulated objects wont work!
* You can use Blender to triangulate
#include "Model.h"
#include "Tokenizer.h"
namespace Model {
class Obj : public Model {
bool load(char *filename); // Loads the model
void release(); // Release the model
void draw();
void parseVertex(Tokenizer& tokenizer, std::vector<glm::vec3>& collection);
void parseFace(Tokenizer& tokenizer);
unsigned indexBufferId;