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Beyond basic triangles - 3D models and scenes?

Started by Legion CSUF Jul 16, 2003 at 11:54 PM 2 replies 450+ views
Original Post
Legion CSUF
Legion CSUF
I''m having problems understanding how to take "the next step" beyond putting a few basic triangles or quads on the screen, texturing them, adding light to the scene, etc. I understand the concepts of display lists and vertex arrays, but tutorials that I''ve seen using them just pull these lists of vertices and such out of thin air. The thought of plotting the vertices out for full 3D scene (say, a room) in the same manner that I "think out" the location for each vertex in a simple cube is mind-boggling. I feel like I''m missing this big step somewhere along the way. Any clues?
masonium
masonium
Usually, the programmer doesn''t think of all the vertices, texture coordinates, materials, etc. off the top of his/her head. Depending on what type of scene you want, you can create or download a model (for example .md2 or .md3) file and learn to load it. There are many tutorials on loading various file formats, like for example here.


Check out my raytracer at http://simp-raytracer.sourceforge.net. Download it at http://www.sourceforge.net/projects/simp-raytracer.
Legion CSUF
Legion CSUF
That makes much more sense.

I''ll check the tutorials out.
obi-wan shinobi
obi-wan shinobi
If those tutorials were written in VS.NET, can I easily use/convert them in VC++ 6 or DevC++?

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