I have a problem that might seem noobish to you. Unfortunately, I couldn't solve it myself, so I'm in need of your help.
I'm programming a 3D game at the moment and I'm tired of creating models manually by typing in the vector-coordinates.
Instead, I'd like to create the models in Blender for they can be more complex.
Now I don't know which given format I should use. I actually just need the vector-coordinates (arranged like triangles), the normal-vectors and the texture-coordinates.
So, which format would you suggest?
I tried some, but still I wonder about a few things.
For example, this is Blender's standard cube exported as a Wavefront-file (.obj):
# Blender3D v246 OBJ File: # www.blender3d.org mtllib Cube.mtl o Cube v 1.000000 -1.000000 -1.000000 v 1.000000 -1.000000 1.000000 v -1.000000 -1.000000 1.000000 v -1.000000 -1.000000 -1.000000 v 1.000000 1.000000 -1.000000 v 0.999999 1.000000 1.000001 v -1.000000 1.000000 1.000000 v -1.000000 1.000000 -1.000000 vn 0.000000 0.000000 -1.000000 vn -1.000000 -0.000000 -0.000000 vn -0.000000 -0.000000 1.000000 vn -0.000001 0.000000 1.000000 vn 1.000000 -0.000000 0.000000 vn 1.000000 0.000000 0.000001 vn 0.000000 1.000000 -0.000000 vn -0.000000 -1.000000 0.000000 usemtl Material s off f 5//1 1//1 8//1 f 1//1 4//1 8//1 f 3//2 7//2 8//2 f 3//2 8//2 4//2 f 2//3 6//3 3//3 f 6//4 7//4 3//4 f 1//5 5//5 2//5 f 5//6 6//6 2//6 f 5//7 8//7 7//7 f 5//7 7//7 6//7 f 1//8 2//8 3//8 f 1//8 3//8 4//8
Why are there eight instead of twelve vertices? Is the last part supposed to tell the engine how to draw the model?
Greets,
artificial


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