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Loading OBJ File error

Started by Arangol Sep 10, 2006 at 3:54 AM 4 replies 1.2k views
Original Post
Arangol
Arangol
When I try to load my model in to my game i use Draw_character(). It should load a model named "girl.obj" and then I could move around with it but when I compile, it compiles fine but when I run it it throws back the assert. Here is the code. It's a copy-paste heap with copyed code from different sites and so on so expect a total mess. Main.cpp



#include "main.h"
#include "ObjLoader.h"

HDC			hDC=NULL;		// Private GDI Device Context
HGLRC		hRC=NULL;		// Permanent Rendering Context
HWND		hWnd=NULL;		// Holds Our Window Handle
HINSTANCE	hInstance;		// Holds The Instance Of The Application

bool	keys[256];			// Array Used For The Keyboard Routine
bool	active=TRUE;		// Window Active Flag Set To TRUE By Default
bool	fullscreen=TRUE;	// Fullscreen Flag Set To Fullscreen Mode By Default

typedef unsigned int ObjFile;
extern ObjFile	LoadOBJ(const char*);
extern void		DrawOBJ(ObjFile);
extern void		DeleteOBJ(ObjFile);
extern void		CleanUpOBJ(void);
extern void		ConvertMeshTo(ObjFile,unsigned char);

#define DISPLAY_LIST 1
#define VERTEX_ARRAY 2
#define VERTEX_BUFFER_OBJECT 3

//NEW//////////////////NEW//////////////////NEW//////////////////NEW////////////////
ObjFile Objects[20];
int NumObjects=0;

CCamera objCamera; 

void Draw_Character();
void Draw_Grid();

//NEW//////////////////NEW//////////////////NEW//////////////////NEW////////////////

LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);	// Declaration For WndProc

/////////////////////////////////////////////////////////////////////////////////////////////////
//										THE RESIZE GL SCENE
/////////////////////////////////////////////////////////////////////////////////////////////////
GLvoid ReSizeGLScene(GLsizei width, GLsizei height)		// Resize And Initialize The GL Window
{
	if (height==0)										// Prevent A Divide By Zero By
	{
		height=1;										// Making Height Equal One
	}
	   
	glViewport(0,0,width,height);						// Reset The Current Viewport

	glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix
	glLoadIdentity();									// Reset The Projection Matrix

	// Calculate The Aspect Ratio Of The Window
	gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);

	glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
	glLoadIdentity();									// Reset The Modelview Matrix

}




/////////////////////////////////////////////////////////////////////////////////////////////////
//										THE OPENGL INIT
/////////////////////////////////////////////////////////////////////////////////////////////////
int InitGL(GLvoid)										// All Setup For OpenGL Goes Here
{
	glShadeModel(GL_SMOOTH);							// Enable Smooth Shading
	glClearColor(0.0f, 0.0f, 0.0f, 0.5f);				// Black Background
	glClearDepth(1.0f);									// Depth Buffer Setup
	glEnable(GL_DEPTH_TEST);							// Enables Depth Testing
	glDepthFunc(GL_LEQUAL);								// The Type Of Depth Testing To Do
	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	// Really Nice Perspective Calculations
	glEnable(GL_CULL_FACE);

//NEW//////////////////NEW//////////////////NEW//////////////////NEW////////////////
				           // Position			View(target)  Up
	objCamera.Position_Camera(0, 3.0f, 4.0f,	0, 1.5f, -5.0f,   0, 1.0f, 0);

//NEW//////////////////NEW//////////////////NEW//////////////////NEW////////////////

	return TRUE;										// Initialization Went OK
}



/////////////////////////////////////////////////////////////////////////////////////////////////
//										THE OPENGL RENDER
/////////////////////////////////////////////////////////////////////////////////////////////////
int DrawGLScene(GLvoid)									// Here's Where We Do All The Drawing
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear Screen And Depth Buffer
	glLoadIdentity();									// Reset The Current Modelview Matrix
	

	// use this function for opengl target camera
	gluLookAt(objCamera.mPos.x,  objCamera.mPos.y,  objCamera.mPos.z,	
			  objCamera.mView.x, objCamera.mView.y, objCamera.mView.z,	
			  objCamera.mUp.x,   objCamera.mUp.y,   objCamera.mUp.z);

//NEW//////////////////NEW//////////////////NEW//////////////////NEW////////////////
	
	
	glPushMatrix();
		// Always keep the character in the view
		glTranslatef(objCamera.mView.x,0.0f,objCamera.mView.z);
		Draw_Character();
	glPopMatrix();


	Draw_Grid();



//NEW//////////////////NEW//////////////////NEW//////////////////NEW////////////////

	return TRUE;										// Keep Going
}



/////////////////////////////////////////////////////////////////////////////////////////////////
//										THE KILL GL WINDOW
/////////////////////////////////////////////////////////////////////////////////////////////////
GLvoid KillGLWindow(GLvoid)								// Properly Kill The Window
{
	if (fullscreen)										// Are We In Fullscreen Mode?
	{
		ChangeDisplaySettings(NULL,0);					// If So Switch Back To The Desktop
		ShowCursor(TRUE);								// Show Mouse Pointer
	}

	if (hRC)											// Do We Have A Rendering Context?
	{
		if (!wglMakeCurrent(NULL,NULL))					// Are We Able To Release The DC And RC Contexts?
		{
			MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		}

		if (!wglDeleteContext(hRC))						// Are We Able To Delete The RC?
		{
			MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		}
		hRC=NULL;										// Set RC To NULL
	}

	if (hDC && !ReleaseDC(hWnd,hDC))					// Are We Able To Release The DC
	{
		MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hDC=NULL;										// Set DC To NULL
	}

	if (hWnd && !DestroyWindow(hWnd))					// Are We Able To Destroy The Window?
	{
		MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hWnd=NULL;										// Set hWnd To NULL
	}

	if (!UnregisterClass("OpenGL",hInstance))			// Are We Able To Unregister Class
	{
		MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hInstance=NULL;									// Set hInstance To NULL
	}
}

/*	This Code Creates Our OpenGL Window.  Parameters Are:					*
 *	title			- Title To Appear At The Top Of The Window				*
 *	width			- Width Of The GL Window Or Fullscreen Mode				*
 *	height			- Height Of The GL Window Or Fullscreen Mode			*
 *	bits			- Number Of Bits To Use For Color (8/16/24/32)			*
 *	fullscreenflag	- Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE)	*/



/////////////////////////////////////////////////////////////////////////////////////////////////
//										THE CREATE GL WINDOW
/////////////////////////////////////////////////////////////////////////////////////////////////
BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
	GLuint		PixelFormat;			// Holds The Results After Searching For A Match
	WNDCLASS	wc;						// Windows Class Structure
	DWORD		dwExStyle;				// Window Extended Style
	DWORD		dwStyle;				// Window Style
	RECT		WindowRect;				// Grabs Rectangle Upper Left / Lower Right Values
	WindowRect.left=(long)0;			// Set Left Value To 0
	WindowRect.right=(long)width;		// Set Right Value To Requested Width
	WindowRect.top=(long)0;				// Set Top Value To 0
	WindowRect.bottom=(long)height;		// Set Bottom Value To Requested Height

	fullscreen=fullscreenflag;			// Set The Global Fullscreen Flag

	hInstance			= GetModuleHandle(NULL);				// Grab An Instance For Our Window
	wc.style			= CS_HREDRAW | CS_VREDRAW | CS_OWNDC;	// Redraw On Size, And Own DC For Window.
	wc.lpfnWndProc		= (WNDPROC) WndProc;					// WndProc Handles Messages
	wc.cbClsExtra		= 0;									// No Extra Window Data
	wc.cbWndExtra		= 0;									// No Extra Window Data
	wc.hInstance		= hInstance;							// Set The Instance
	wc.hIcon			= LoadIcon(NULL, IDI_WINLOGO);			// Load The Default Icon
	wc.hCursor			= LoadCursor(NULL, IDC_ARROW);			// Load The Arrow Pointer
	wc.hbrBackground	= NULL;									// No Background Required For GL
	wc.lpszMenuName		= NULL;									// We Don't Want A Menu
	wc.lpszClassName	= "OpenGL";								// Set The Class Name

	if (!RegisterClass(&wc))									// Attempt To Register The Window Class
	{
		MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;											// Return FALSE
	}
	
	if (fullscreen)												// Attempt Fullscreen Mode?
	{
		DEVMODE dmScreenSettings;								// Device Mode
		memset(&dmScreenSettings,0,sizeof(dmScreenSettings));	// Makes Sure Memory's Cleared
		dmScreenSettings.dmSize=sizeof(dmScreenSettings);		// Size Of The Devmode Structure
		dmScreenSettings.dmPelsWidth	= width;				// Selected Screen Width
		dmScreenSettings.dmPelsHeight	= height;				// Selected Screen Height
		dmScreenSettings.dmBitsPerPel	= bits;					// Selected Bits Per Pixel
		dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;

		// Try To Set Selected Mode And Get Results.  NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
		if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
		{
			// If The Mode Fails, Offer Two Options.  Quit Or Use Windowed Mode.
			if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","OPENGL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
			{
				fullscreen=FALSE;		// Windowed Mode Selected.  Fullscreen = FALSE
			}
			else
			{
				// Pop Up A Message Box Letting User Know The Program Is Closing.
				MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
				return FALSE;									// Return FALSE
			}
		}
	}

	if (fullscreen)												// Are We Still In Fullscreen Mode?
	{
		dwExStyle=WS_EX_APPWINDOW;								// Window Extended Style
		dwStyle=WS_POPUP;										// Windows Style
		ShowCursor(FALSE);										// Hide Mouse Pointer
	}
	else
	{
		dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;			// Window Extended Style
		dwStyle=WS_OVERLAPPEDWINDOW;							// Windows Style
	}

	AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);		// Adjust Window To True Requested Size

	// Create The Window
	if (!(hWnd=CreateWindowEx(	dwExStyle,							// Extended Style For The Window
								"OpenGL",							// Class Name
								title,								// Window Title
								dwStyle |							// Defined Window Style
								WS_CLIPSIBLINGS |					// Required Window Style
								WS_CLIPCHILDREN,					// Required Window Style
								0, 0,								// Window Position
								WindowRect.right-WindowRect.left,	// Calculate Window Width
								WindowRect.bottom-WindowRect.top,	// Calculate Window Height
								NULL,								// No Parent Window
								NULL,								// No Menu
								hInstance,							// Instance
								NULL)))								// Dont Pass Anything To WM_CREATE
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	static	PIXELFORMATDESCRIPTOR pfd=				// pfd Tells Windows How We Want Things To Be
	{
		sizeof(PIXELFORMATDESCRIPTOR),				// Size Of This Pixel Format Descriptor
		1,											// Version Number
		PFD_DRAW_TO_WINDOW |						// Format Must Support Window
		PFD_SUPPORT_OPENGL |						// Format Must Support OpenGL
		PFD_DOUBLEBUFFER,							// Must Support Double Buffering
		PFD_TYPE_RGBA,								// Request An RGBA Format
		bits,										// Select Our Color Depth
		0, 0, 0, 0, 0, 0,							// Color Bits Ignored
		0,											// No Alpha Buffer
		0,											// Shift Bit Ignored
		0,											// No Accumulation Buffer
		0, 0, 0, 0,									// Accumulation Bits Ignored
		16,											// 16Bit Z-Buffer (Depth Buffer)  
		0,											// No Stencil Buffer
		0,											// No Auxiliary Buffer
		PFD_MAIN_PLANE,								// Main Drawing Layer
		0,											// Reserved
		0, 0, 0										// Layer Masks Ignored
	};
	
	if (!(hDC=GetDC(hWnd)))							// Did We Get A Device Context?
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))	// Did Windows Find A Matching Pixel Format?
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if(!SetPixelFormat(hDC,PixelFormat,&pfd))		// Are We Able To Set The Pixel Format?
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if (!(hRC=wglCreateContext(hDC)))				// Are We Able To Get A Rendering Context?
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if(!wglMakeCurrent(hDC,hRC))					// Try To Activate The Rendering Context
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	ShowWindow(hWnd,SW_SHOW);						// Show The Window
	SetForegroundWindow(hWnd);						// Slightly Higher Priority
	SetFocus(hWnd);									// Sets Keyboard Focus To The Window
	ReSizeGLScene(width, height);					// Set Up Our Perspective GL Screen
 
	if (!InitGL())									// Initialize Our Newly Created GL Window
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	return TRUE;									// Success
}



/////////////////////////////////////////////////////////////////////////////////////////////////
//										THE WINDOW PROCEDURE
/////////////////////////////////////////////////////////////////////////////////////////////////
LRESULT CALLBACK WndProc(	HWND	hWnd,			// Handle For This Window
							UINT	uMsg,			// Message For This Window
							WPARAM	wParam,			// Additional Message Information
							LPARAM	lParam)			// Additional Message Information
{
	switch (uMsg)									// Check For Windows Messages
	{
		case WM_ACTIVATE:							// Watch For Window Activate Message
		{
			if (!HIWORD(wParam))					// Check Minimization State
			{
				active=TRUE;						// Program Is Active
			}
			else
			{
				active=FALSE;						// Program Is No Longer Active
			}

			return 0;								// Return To The Message Loop
		}

		case WM_SYSCOMMAND:							// Intercept System Commands
		{
			switch (wParam)							// Check System Calls
			{
				case SC_SCREENSAVE:					// Screensaver Trying To Start?
				case SC_MONITORPOWER:				// Monitor Trying To Enter Powersave?
				return 0;							// Prevent From Happening
			}
			break;									// Exit
		}

		case WM_CLOSE:								// Did We Receive A Close Message?
		{
			PostQuitMessage(0);						// Send A Quit Message
			return 0;								// Jump Back
		}

		case WM_KEYDOWN:

		  switch(wParam) 
		  {		  
			case VK_ESCAPE:
				PostQuitMessage(0);						
				break;
		  }
		  break;




		case WM_KEYUP:								// Has A Key Been Released?
		{
			keys[wParam] = FALSE;					// If So, Mark It As FALSE
			return 0;								// Jump Back
		}

		case WM_SIZE:								// Resize The OpenGL Window
		{
			ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord=Width, HiWord=Height
			return 0;								// Jump Back
		}
	}

	// Pass All Unhandled Messages To DefWindowProc
	return DefWindowProc(hWnd,uMsg,wParam,lParam);
}



/////////////////////////////////////////////////////////////////////////////////////////////////
//										THE WINMAIN
/////////////////////////////////////////////////////////////////////////////////////////////////
int WINAPI WinMain(	HINSTANCE	hInstance,			// Instance
					HINSTANCE	hPrevInstance,		// Previous Instance
					LPSTR		lpCmdLine,			// Command Line Parameters
					int			nCmdShow)			// Window Show State
{
	MSG		msg;									// Windows Message Structure
	BOOL	done=FALSE;								// Bool Variable To Exit Loop

	// Ask The User Which Screen Mode They Prefer
	if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
	{
		fullscreen=FALSE;							// Windowed Mode
	}

	// Create Our OpenGL Window
	if (!CreateGLWindow("Test App 0.0.5",640,480,16,fullscreen))
	{
		return 0;									// Quit If Window Was Not Created
	}

	while(!done)									// Loop That Runs While done=FALSE
	{
		if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))	// Is There A Message Waiting?
		{
			if (msg.message==WM_QUIT)				// Have We Received A Quit Message?
			{
				done=TRUE;							// If So done=TRUE
			}
			else									// If Not, Deal With Window Messages
			{
				TranslateMessage(&msg);				// Translate The Message
				DispatchMessage(&msg);				// Dispatch The Message
			}
		}
		else										// If There Are No Messages
		{

//NEW//////////////////NEW//////////////////NEW//////////////////NEW////////////////

			Keyboard_Input();
			

//NEW//////////////////NEW//////////////////NEW//////////////////NEW////////////////

			// Draw The Scene.  Watch For ESC Key And Quit Messages From DrawGLScene()
			if ((active && !DrawGLScene()) || keys[VK_ESCAPE])	// Active?  Was There A Quit Received?
			{
				done=TRUE;							// ESC or DrawGLScene Signalled A Quit
			}
			else									// Not Time To Quit, Update Screen
			{
				SwapBuffers(hDC);					// Swap Buffers (Double Buffering)
			}

			if (keys[VK_F1])						// Is F1 Being Pressed?
			{
				keys[VK_F1]=FALSE;					// If So Make Key FALSE
				KillGLWindow();						// Kill Our Current Window
				fullscreen=!fullscreen;				// Toggle Fullscreen / Windowed Mode
				// Recreate Our OpenGL Window
				if (!CreateGLWindow("Test App 0.0.5",640,480,16,fullscreen))
				{
					return 0;						// Quit If Window Was Not Created
				}
			}
		}
	}

	// Shutdown
	KillGLWindow();									// Kill The Window
	return (msg.wParam);							// Exit The Program
}




/////////////////////////////////////////////////////////////////////////////////////////////////
//										THE KEYBOARD INPUT
/////////////////////////////////////////////////////////////////////////////////////////////////
void Keyboard_Input()
{
	if((GetKeyState(VK_UP) & 0x80) || (GetKeyState('W') & 0x80))
	{
		objCamera.Move_Camera( CAMERASPEED);				
	}

	if((GetKeyState(VK_DOWN) & 0x80) || (GetKeyState('S') & 0x80))
	{					
		objCamera.Move_Camera(-CAMERASPEED);					
	}
	
	if((GetKeyState(VK_LEFT) & 0x80) || (GetKeyState('A') & 0x80))
	{			
		objCamera.Rotate_Position(-CAMERASPEED);
	}

	if((GetKeyState(VK_RIGHT) & 0x80) || (GetKeyState('D') & 0x80))
	{				
		objCamera.Rotate_Position( CAMERASPEED);
	}
}


void Draw_Character() // This object will symbolize our character
{
     
	glScalef(0.3f,1.0f,0.3f);
	glTranslatef(0,1.0f,0);
	Objects[ NumObjects ] = LoadOBJ("girl.obj");
for(int i=0;i!=NumObjects;++i)
	{
		DrawOBJ(Objects);
	}
				/* if file loaded ok */
			
}


void Draw_Grid()
{																	

	
	glLoadIdentity();
	glTranslatef(0,-1.0f,0);
	
		glBegin(GL_QUADS);
			glColor3f(1.0f,1.0f,0.5f);							
			glVertex3f(-500, 0,0 );									
			glVertex3f(500, 0,0 );

			glVertex3f(0, 0, -500);								
			glVertex3f(0, 0, 500);
		glEnd();
	
}

ObjLoader.cpp

#ifdef WIN32
#include <windows.h>
#endif

#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <malloc.h>
#include <GL/gl.h>
#include <GL/glu.h>

#include "ObjLoader.h"


/* Ignored until Version6 */
void ConvertMeshTo(ObjFile id,unsigned char What)
{
}
void SetLightPosition(float lx,float ly,float lz)
{
}
void SetTextures(ObjFile id,const char BumpTex[],const char BaseTex[])
{
}

/*===================================================================================================
**
**										Internal Data Structures
**
**=================================================================================================*/


/*
**	To start with, only deal with the obj file as a list of points. Essentually,
**	if we are able to draw the points out they should roughly describe the mesh.
**	So, lets look for the 'v' flag that says that the 3 floats after it describes a
**	Vertex. Essentually then, we need to have a structure for a vertex.
*/
typedef struct
{
	float x,			/*	The x component of the vertex position	*/
		  y,			/*	The y component of the vertex position	*/
		  z;			/*	The z component of the vertex position	*/
} ObjVertex;


/*
**	Now, the normal vector flag 'vn' could also do with a structure to represent it,
**	this will ultimately look very similar to the Vertex structure seeing as they have
**	similar data
*/
typedef struct
{
	float x,			/*	The x component of the normal vector	*/
		  y,			/*	The y component of the normal vector	*/
		  z;			/*	The z component of the normal vector	*/
} ObjNormal;


/*
**	A Texturing co-ordinate usually has only two values, the u and the v. Make a third
**	struct for this fact.
*/
typedef struct
{
	float u,			/*	The u parametric texturing co-ordinate	*/
		  v;			/*	The v parametric texturing co-ordinate	*/
} ObjTexCoord;


/*
**	Each face is composed of a number of `corners`. At each `corner` there will be at a
**	minimum, one vertex coordinate, and possibly a normal vector and a texturing co-ordinate.
**	Seeing as quite often a specific vertex is used by a number of faces, rather than store the
**	vertices in the face structure itself, we can use an integer reference to the position of the
**	vertex in the array. Basically it allows us the ability of storing the data as a 4byte value
**	rather than the 12 needed for a vertex.
**
**	To summaraise,
**
**		Each face is comprised of a number of `corners`, in this case the number will be held in
**	the value "m_iVertexCount". Taking into account the worst case scenario, for each corner, we
**	could have a vertex, normal and a texturing co-ordinate (usual actually). So we may need to hold
**	3 * m_iVertexCount number of indices for our faces. It kindof makes sense to basically dynamically
**	allocate an array to hold the vertex indicies, an array for the normal indices and one for the uv
**	coords. These are m_aVertexIndices, m_aNormalIndices, and m_aTexCoordIndicies respectivley.
**
**	So our full face structure looks a bit like this :
*/
typedef struct
{
	unsigned int  m_aVertexIndices[3],		/*	array of indicies that reference the vertex array in the mesh	*/
				  m_aNormalIndices[3],		/*	array of indicies that reference the normal array in the mesh	*/
				  m_aTexCoordIndicies[3];	/*	array of indicies that reference the uv coordinate array in the mesh	*/

} ObjFace;

/*
**	Each mesh is held as a structure with arrays of it's vertices, normals and texturing co-ordinates.
**	An Array of faces then references the arrays. There is also a pointer to the next node in the linked
**	list.
*/
typedef struct _ObjMesh
{
	ObjVertex		*m_aVertexArray;		/*	Array of vertices that make up this mesh	*/
	ObjNormal		*m_aNormalArray;		/*	Array of normals that make up this mesh		*/
	ObjTexCoord		*m_aTexCoordArray;		/*	Array of texturing co-ordinates that make up this mesh */
	ObjFace			*m_aFaces;				/*	Array of faces that make up this mesh */

	unsigned int	 m_iNumberOfVertices,	/*	The number of vertices in the m_aVertexArray array	*/
					 m_iNumberOfNormals,	/*	The number of normals in the m_aNormalArray array	*/
					 m_iNumberOfTexCoords,	/*	The number of uv's in the m_aTexCoordArray array	*/
					 m_iNumberOfFaces;		/*	The number of faces in the m_aFaces array			*/

	struct _ObjMesh *m_pNext;			/*	Each mesh will be stored internally as a node on a linked list */
	ObjFile			 m_iMeshID;				/*	the ID of the mesh	*/

} ObjMesh;

/*
**	This function will take a pointer to the mesh and the number of extra triangles that
**	are required. It will then resize the polygon face array within the mesh and return
**	the index of the first new face that was allocated.
*/
unsigned int ResizeTriangleArray(ObjMesh *pMesh,unsigned int iExtraTriangleCount)
{
	/*
	**	Create a temporary pointer to the old face array in the mesh
	*/
	ObjFace *pTempFaces = pMesh->m_aFaces;

	/*
	**	Keep track of the old face count
	*/
	unsigned int iTemp  = pMesh->m_iNumberOfFaces;

	/*
	**	Increase the number of faces that will be stored in the mesh
	*/
	pMesh->m_iNumberOfFaces += iExtraTriangleCount;

	/*
	**	Allocate the number of faces now required by this mesh. Note, you could use
	**	realloc for this, but it's just my personal preference to do it this way.
	*/
	pMesh->m_aFaces = (ObjFace*)malloc(pMesh->m_iNumberOfFaces*sizeof(ObjFace));

	/*
	**	If we assert here then the memory allocation for the meshes failed
	*/
	assert(pMesh->m_aFaces);

	/*
	**	Copy across the data that was stored in the old array
	*/
	memcpy(pMesh->m_aFaces,pTempFaces,iTemp*sizeof(ObjFace));

	/*
	**	Delete the data held in the previous array
	*/
	free(pTempFaces);

	memset(&pMesh->m_aFaces[ iTemp ],0,iExtraTriangleCount*sizeof(ObjFace) );

	/*
	**	return the old size of the array (thats the same as the index of the first new triangle).
	*/
	return iTemp;

}

/*===================================================================================================
**
**										Global Variables
**
**=================================================================================================*/

/*
**	The global head of the linked list of meshes. This is a linked list because it is possible that you will be
**	loading and deleting meshes during the course of the programs execution.
*/
ObjMesh *g_LinkedListHead = NULL;

/* 
**	This is used to generate a unique ID for each Obj File
*/
unsigned int g_ObjIdGenerator=0;

/*
**	This function is only called from within the *.c file and is used to create an ObjMesh structure and
**	initialise its values (adds the mesh to the linked list also).
*/
ObjMesh *MakeOBJ( void )
{

	/*
	**	The pointer we will create the mesh at the end of
	*/
	ObjMesh *pMesh = NULL;


	pMesh = (ObjMesh*) malloc (sizeof(ObjMesh));

	/*	If the program asserts here, then there was a memory allocation failure	*/
	assert(pMesh);

	/*
	**	Initialise all pointers to NULL
	*/
	pMesh->m_aFaces				= NULL;
	pMesh->m_aNormalArray		= NULL;
	pMesh->m_aTexCoordArray		= NULL;
	pMesh->m_aVertexArray		= NULL;
	pMesh->m_iNumberOfFaces		= 0;
	pMesh->m_iNumberOfNormals	= 0;
	pMesh->m_iNumberOfTexCoords = 0;
	pMesh->m_iNumberOfVertices	= 0;
	pMesh->m_iMeshID			= ++g_ObjIdGenerator;


	/*
	**	Insert the mesh at the beginning of the linked list
	*/
	pMesh->m_pNext				= g_LinkedListHead;
	g_LinkedListHead			= pMesh;

	return pMesh;
}

void GetIndices(char *pString, unsigned int *pVert, unsigned int *pNorm, unsigned int *pUV)
{
	/*
	**	Use 3 pointers to hold references to the bits of the string where the indices start
	**	for the vertex, normal and texturing co-ordinate respectivly
	*/
	char *pV = pString,
		 *pN = NULL,
		 *pT = NULL;

	/*
	**	Walk through the string a character at a time looking for the '/' character. The first one
	**	we find will may have the uv - coord index behind it. The '/' character will be removed by
	**	setting it to NULL, If for example the texturing co-ord is missing, then you'd expect "//" to
	**	appear. This while loop would set both of those to NULL, that would give you a NULL string
	**	for the uv coord. This allows us to test the string later to see if there is or isn't a
	**	value there.
	*/
	while( *pString != '\0' )
	{
		if(*pString == '/')
		{
			*pString = '\0';
			if(!pT)
			{
				pT = pString+1;
			}
			else
			{
				pN = pString+1;
			}
		}
		pString++;
	}

	/*
	**	Read the vertex index
	*/
	sscanf(pV,"%d",pVert);

	/*
	**	If a normal is there, then read it's value, otherwise set the default of 1
	**	(1 is used because we will decrease the value by 1 later thus giving us 0)
	*/
	if( pN == NULL || *pN == '\0' )
	{
		*pNorm = 1;
	}
	else
	{
		sscanf(pN,"%d",pNorm);
	}

	/*
	**	If a texture co-ordinate is there, then read it's value, otherwise set the default of 1
	**	(1 is used because we will decrease the value by 1 later thus giving us 0)
	*/
	if( pT == NULL || *pT == '\0' )
	{
		*pUV = 1;
	}
	else
	{
		sscanf(pT,"%d",pUV);
	}
}

ObjFile LoadOBJ(const char *filename)
{
	ObjMesh *pMesh=NULL;
	unsigned int vc=0,nc=0,tc=0,fc=0;
	char buffer[256];
	FILE *fp = NULL;

	/*
	**	Open the file for reading
	*/
	fp = fopen(filename,"r");

	/*
	**	If the program asserted here, then the file could not be found or opened
	*/
	assert(fp);

	/*
	**	Create the mesh structure and add it to the linked list
	*/
	pMesh = MakeOBJ();

	/*
	**	Run through the whole file looking for the various flags so that we can count
	**	up how many data elements there are. This is done so that we can make one memory
	**	allocation for the meshes data and then run through the file once more, this time
	**	reading in the data. It's purely done to reduce system overhead of memory allocation due
	**	to otherwise needing to reallocate data everytime we read in a new element.
	*/
	while(!feof(fp))
	{
		memset(buffer,0,200);

		/*	Grab a line at a time	*/
		fgets(buffer,256,fp);

		/*	look for the 'vn' - vertex normal - flag	*/
		if( strncmp("vn ",buffer,3) == 0 )
		{
			++pMesh->m_iNumberOfNormals;
		}
		else

		/*	look for the 'vt' - texturing co-ordinate - flag  */
		if( strncmp("vt ",buffer,3) == 0 )
		{
			++pMesh->m_iNumberOfTexCoords;
		}
		else

		/*	look for the 'v ' - vertex co-ordinate - flag  */
		if( strncmp("v ",buffer,2) == 0 )
		{
			++pMesh->m_iNumberOfVertices;
		}
		else

		/*	look for the 'f ' - face - flag  */
		if( strncmp("f ",buffer,2) == 0 )
		{
			++pMesh->m_iNumberOfFaces;
		}
	}

	/*
	**	close the file for now....
	*/
	fclose(fp);

	/*
	**	Allocate the memory for the data arrays and check that it allocated ok
	*/
	pMesh->m_aVertexArray	= (ObjVertex*  )malloc( pMesh->m_iNumberOfVertices	* sizeof(ObjVertex)	  );
	assert(pMesh->m_aVertexArray);

	/*	there are occasionally times when the obj does not have any normals in it */
	if( pMesh->m_iNumberOfNormals > 0 )
	{
		pMesh->m_aNormalArray	= (ObjNormal*  )malloc( pMesh->m_iNumberOfNormals	* sizeof(ObjNormal)	  );
		assert(pMesh->m_aNormalArray);
	}

	/*	there are occasionally times when the obj does not have any tex coords in it */
	if( pMesh->m_iNumberOfTexCoords > 0 )
	{
		pMesh->m_aTexCoordArray = (ObjTexCoord*)malloc( pMesh->m_iNumberOfTexCoords	* sizeof(ObjTexCoord) );
		assert(pMesh->m_aTexCoordArray);
	}

	pMesh->m_aFaces			= (ObjFace*    )malloc( pMesh->m_iNumberOfFaces		* sizeof(ObjFace)	  );
	assert(pMesh->m_aFaces);

	/*
	**	Now we know how much data is contained in the file and we've allocated memory to hold it all.
	**	What we can therefore do now, is load up all of the data in the file easily.
	*/
	fp = fopen(filename,"r");

	while(!feof(fp))
	{
		memset(buffer,0,255);

		/*	Grab a line at a time	*/
		fgets(buffer,256,fp);

		/*	look for the 'vn' - vertex normal - flag	*/
		if( strncmp("vn ",buffer,3) == 0 )
		{
			sscanf((buffer+2),"%f%f%f",
							&pMesh->m_aNormalArray[ nc ].x,
							&pMesh->m_aNormalArray[ nc ].y,
							&pMesh->m_aNormalArray[ nc ].z);
			++nc;
		}
		else

		/*	look for the 'vt' - texturing co-ordinate - flag  */
		if( strncmp("vt ",buffer,3) == 0 )
		{
			sscanf((buffer+2),"%f%f",
							&pMesh->m_aTexCoordArray[ tc ].u,
							&pMesh->m_aTexCoordArray[ tc ].v);
			++tc;
		}
		else

		/*	look for the 'v ' - vertex co-ordinate - flag  */
		if( strncmp("v ",buffer,2) == 0 )
		{
			sscanf((buffer+1),"%f%f%f",
							&pMesh->m_aVertexArray[ vc ].x,
							&pMesh->m_aVertexArray[ vc ].y,
							&pMesh->m_aVertexArray[ vc ].z);
			++vc;
		}
		else

		/*	look for the 'f ' - face - flag  */
		if( strncmp("f ",buffer,2) == 0 )
		{
			/*
			**	some data for later....
			*/
			char *pSplitString = NULL;
			unsigned int i,ii = 0;
			unsigned int iNewTrianglesIndex = 0,
						 iNumberOfExtraTriangles = 0;
			unsigned int aFirstIndices[3],
						 aSecondIndices[3];

			ObjFace *pf = NULL;

			/*
			**	These next few lines are used to figure out how many '/' characters there
			**	are in the string. This gives us the information we need to find out how
			**	many vertices are used in this face (by dividing by two)
			*/
			for(i=0;i<strlen(buffer);i++)
			{
				if(buffer == '/')
					ii++;
			}
			ii/=2;

			/*
			**	This is where it all gets confusing, What I'm going to do is to convert all polys
			**	With vertices above 3 to triangles. The number of triangles I require will be (ii-2).
			**	For example, with a poly that has vertices a,b,c,d,e; there will be 3 triangles comprised
			**	of verts (a,b,c), (a,c,d) and (a,d,e) respectively. We need to check the amount of triangles
			**	that will be needed for this polygon and resize the array accordingly.
			*/
			if( (ii-2) > 1 )
			{
				iNumberOfExtraTriangles = ii-3;
				iNewTrianglesIndex = ResizeTriangleArray(pMesh,iNumberOfExtraTriangles);
			}

			/*
			**	Pointer to the face we are currently dealing with. It's only used so that
			**	the code becomes more readable and I have less to type.
			*/
			pf = &pMesh->m_aFaces[ fc ];


			/*
			**	tokenise the string using strtok(). Basically this splits the string up
			**	and removes the spaces from each chunk. This way we only have to deal with
			**	one set of indices at a time for each of the poly's vertices.
			*/
			pSplitString = strtok((buffer+2)," \t\n");
			i=0;

			/*
			**	Get the vertex structures that we know WILL exists (there has to be a minimum of three)
			*/
			for(i=0;i<3;i++)
			{
				GetIndices( pSplitString,
							&pf->m_aVertexIndices,
							&pf->m_aNormalIndices,
							&pf->m_aTexCoordIndicies);

				/* need to reduce the indices by 1 because array indices start at 0, obj starts at 1  */
				--pf->m_aTexCoordIndicies;
				--pf->m_aNormalIndices;
				--pf->m_aVertexIndices;

				/*
				**	In order to start constructing our triangles that are created after ww split the poly,
				**	we need to store som of the indices that are going to be used for the extra additional
				**	triangles after this. Basically we store the first and last sets of indices from this
				**	first triangle becasue they will be used as the first & second sets for the next triangle.
				*/
				switch(i)
				{
				case 0:
					aFirstIndices[0] = pf->m_aVertexIndices;
					aFirstIndices[1] = pf->m_aNormalIndices;
					aFirstIndices[2] = pf->m_aTexCoordIndicies;
					break;

				case 2:
					aSecondIndices[0] = pf->m_aVertexIndices;
					aSecondIndices[1] = pf->m_aNormalIndices;
					aSecondIndices[2] = pf->m_aTexCoordIndicies;
					break;
				default:
					break;
				}

				pSplitString = strtok(NULL," \t\n");
			}
			++fc;

			/*
			**	Get the additional triangles that may be there
			*/
			for(i=0;i<iNumberOfExtraTriangles;i++)
			{
				pf = &pMesh->m_aFaces[ iNewTrianglesIndex + i ];

				GetIndices( pSplitString,
							&pf->m_aVertexIndices[2],
							&pf->m_aNormalIndices[2],
							&pf->m_aTexCoordIndicies[2]);

				/* need to reduce the indices by 1 because array indices start at 0, obj starts at 1  */
				--pf->m_aTexCoordIndicies[2];
				--pf->m_aNormalIndices[2];
				--pf->m_aVertexIndices[2];

				/*
				**	Now assign the other indices for the triangle
				*/
				pf->m_aVertexIndices[0]		= aFirstIndices[0];
				pf->m_aNormalIndices[0]		= aFirstIndices[1];
				pf->m_aTexCoordIndicies[0]	= aFirstIndices[2];

				pf->m_aVertexIndices[1]		= aSecondIndices[0];
				pf->m_aNormalIndices[1]		= aSecondIndices[1];
				pf->m_aTexCoordIndicies[1]	= aSecondIndices[2];

				/*
				**	Copy over the indices for the next triangle.
				*/
				aSecondIndices[0] = pf->m_aVertexIndices[2];
				aSecondIndices[1] = pf->m_aNormalIndices[2];
				aSecondIndices[2] = pf->m_aTexCoordIndicies[2];

				pSplitString = strtok(NULL," \t\n");
			}
		}
	}

	fclose(fp);

	return pMesh->m_iMeshID;
}




void DrawOBJ(ObjFile id)
{
	/*
	**	Because the meshes are on a linked list, we first need to find the
	**	mesh with the specified ID number so traverse the list.
	*/
	ObjMesh *pMesh = g_LinkedListHead;

	while(pMesh && pMesh->m_iMeshID != id)
	{
		pMesh = pMesh->m_pNext;
	}

	/*
	**	Check to see if the mesh ID is valid.
	*/
	if(pMesh != NULL)
	{
		/*
		**	In order to draw our mesh, we would basically like something of the following :
		**
		**	for_each_polygon_in_mesh
		**	{
		**		start_drawing_poly;
		**		for_each_vertex_in_the_poly
		**		{
		**			use_the_vertex_index_to_find_vertex_in_the_mesh's_array
		**		}
		**	}
		*/
		if( pMesh->m_aNormalArray   != NULL &&
			pMesh->m_aTexCoordArray != NULL )
		{
			unsigned int i;
			glBegin(GL_TRIANGLES);
			for(i=0;i<pMesh->m_iNumberOfFaces;i++)
			{
				unsigned int j;
				ObjFace *pf = &pMesh->m_aFaces;

				/*
				**	Draw the polygons with normals & uv co-ordinates
				*/
				for(j=0;j<3;j++)
				{
					glTexCoord2f( pMesh->m_aTexCoordArray[ pf->m_aTexCoordIndicies[j] ].u,
								  pMesh->m_aTexCoordArray[ pf->m_aTexCoordIndicies[j] ].v);
					glNormal3f( pMesh->m_aNormalArray[ pf->m_aNormalIndices[j] ].x,
								pMesh->m_aNormalArray[ pf->m_aNormalIndices[j] ].y,
								pMesh->m_aNormalArray[ pf->m_aNormalIndices[j] ].z);
					glVertex3f( pMesh->m_aVertexArray[ pf->m_aVertexIndices[j] ].x,
								pMesh->m_aVertexArray[ pf->m_aVertexIndices[j] ].y,
								pMesh->m_aVertexArray[ pf->m_aVertexIndices[j] ].z);
				}
			}
			glEnd();
		}
		else
		if( pMesh->m_aNormalArray   != NULL )
		{
			unsigned int i;
			glBegin(GL_TRIANGLES);
			for(i=0;i<pMesh->m_iNumberOfFaces;i++)
			{
				unsigned int j;
				ObjFace *pf = &pMesh->m_aFaces;

				/*
				**	Draw the polygons with Normals only
				*/
				for(j=0;j<3;j++)
				{
					glNormal3f( pMesh->m_aNormalArray[ pf->m_aNormalIndices[j] ].x,
								pMesh->m_aNormalArray[ pf->m_aNormalIndices[j] ].y,
								pMesh->m_aNormalArray[ pf->m_aNormalIndices[j] ].z);
					glVertex3f( pMesh->m_aVertexArray[ pf->m_aVertexIndices[j] ].x,
								pMesh->m_aVertexArray[ pf->m_aVertexIndices[j] ].y,
								pMesh->m_aVertexArray[ pf->m_aVertexIndices[j] ].z);
				}
			}
			glEnd();
		}
		else
		if( pMesh->m_aTexCoordArray != NULL )
		{
			unsigned int i;
			glBegin(GL_TRIANGLES);
			for(i=0;i<pMesh->m_iNumberOfFaces;i++)
			{
				unsigned int j;
				ObjFace *pf = &pMesh->m_aFaces;

				/*
				**	Draw the polygons with Texturing co-ordinates only
				*/
				for(j=0;j<3;j++)
				{
					glTexCoord2f( pMesh->m_aTexCoordArray[ pf->m_aTexCoordIndicies[j] ].u,
								  pMesh->m_aTexCoordArray[ pf->m_aTexCoordIndicies[j] ].v);
					glVertex3f( pMesh->m_aVertexArray[ pf->m_aVertexIndices[j] ].x,
								pMesh->m_aVertexArray[ pf->m_aVertexIndices[j] ].y,
								pMesh->m_aVertexArray[ pf->m_aVertexIndices[j] ].z);
				}
			}
			glEnd();
		}
		else
		{
			unsigned int i;
			glBegin(GL_TRIANGLES);
			for(i=0;i<pMesh->m_iNumberOfFaces;i++)
			{
				unsigned int j;
				ObjFace *pf = &pMesh->m_aFaces;

				/*
				**	Draw the polygons with Texturing co-ordinates only
				*/
				for(j=0;j<3;j++)
				{
					glVertex3f( pMesh->m_aVertexArray[ pf->m_aVertexIndices[j] ].x,
								pMesh->m_aVertexArray[ pf->m_aVertexIndices[j] ].y,
								pMesh->m_aVertexArray[ pf->m_aVertexIndices[j] ].z);
				}
			}
			glEnd();
		}
	}
}

/*
**	Calling free() on NULL is VERY BAD in C, so make sure we
**	check all pointers before calling free.
*/
void DeleteMesh(ObjMesh* pMesh)
{
	/*
	**	If the pointer is valid
	*/
	if(pMesh)
	{
		/*	delete the face array */
		if(pMesh->m_aFaces)
		{
			free(pMesh->m_aFaces);
			pMesh->m_aFaces = NULL;
		}

		/*	delete the vertex array */
		if(pMesh->m_aVertexArray)
		{
			free(pMesh->m_aVertexArray);
			pMesh->m_aVertexArray = NULL;
		}

		/*	delete the normal array */
		if(pMesh->m_aNormalArray)
		{
			free(pMesh->m_aNormalArray);
			pMesh->m_aNormalArray = NULL;
		}

		/*	delete the texturing co-ordinate array */
		if(pMesh->m_aTexCoordArray)
		{
			free(pMesh->m_aTexCoordArray);
			pMesh->m_aTexCoordArray = NULL;
		}

		/*	free the mesh */
		free( pMesh );
	}
}

void DeleteOBJ(ObjFile id)
{
	/*
	**	Create two pointers to walk through the linked list
	*/
	ObjMesh *pCurr,
			*pPrev = NULL;

	/*
	**	Start traversing the list from the start
	*/
	pCurr = g_LinkedListHead;

	/*
	**	Walk through the list until we either reach the end, or
	**	we find the node we are looking for
	*/
	while(pCurr != NULL && pCurr->m_iMeshID != id)
	{
		pPrev = pCurr;
		pCurr = pCurr->m_pNext;
	}

	/*
	**	If we found the node that needs to be deleted
	*/
	if(pCurr != NULL)
	{
		/*
		**	If the pointer before it is NULL, then we need to
		**	remove the first node in the list
		*/
		if(pPrev == NULL)
		{
			g_LinkedListHead = pCurr->m_pNext;
		}

		/*
		**	Otherwise we are removing a node from somewhere else
		*/
		else
		{
			pPrev->m_pNext = pCurr->m_pNext;
		}

		/*
		**	Free the memory allocated for this mesh
		*/
		DeleteMesh(pCurr);
	}
}

/*
**	Delete all of the meshes starting from the front.
*/
void CleanUpOBJ(void)
{
	ObjMesh *pCurr;
	while(g_LinkedListHead != NULL)
	{
		pCurr = g_LinkedListHead;
		g_LinkedListHead = g_LinkedListHead->m_pNext;
		DeleteMesh(pCurr);
	}
}

That's a lot of code to go trough and I can't even say that I understand everything there. Hope somebody can help me out from this mess or even tell me where I did wrong. Thanks Arangol
RobTheBloke
RobTheBloke
That obj loader code looks familiar.... ;)

Basically i reackon you should be loading the models in InitGL(), rather than doing it every single frame! (big memory leak there - since in the Obj Loader code a new object is created and added into a linked list - however you are not freeing the objects).

void Init_Character(){        NumObjects=0;	Objects[ NumObjects++ ] = LoadOBJ("girl.obj");}void Draw_Character() // This object will symbolize our character{     	glScalef(0.3f,1.0f,0.3f);	glTranslatef(0,1.0f,0);        for(int i=0;i!=NumObjects;++i)	{		DrawOBJ(Objects);	}				/* if file loaded ok */			}
Arangol
Arangol
Heh, you noticed.

Well, I added the Init_Character() and modified my Draw_Character(), then I added the Init_Character() to my InitGL(), but now the assert gives me an error again (it compiles fine, the problem is when trying to run). I still haven't done the freeing up but that shouldn't give an assert problem. Or should it?
RobTheBloke
RobTheBloke
where does it assert? have you looked at the call-stack in a debugger to see why it has asserted?

Arangol
Arangol
It gives me the assert at fp at line 368 in ObjLoader.cpp. When I do debug it works (I'm using Dev-C++). Somehow the debug mode works but normal mode doesn't.
RobTheBloke
RobTheBloke
if it asserts on fp then (as the comment says), the file could not be found. You may find that it's using a different working directory in debug vs release modes, and is therefore unable to find your obj files i'm guessing. You could always do a

char buffer[512];
GetCurrentDirectoryA(512,buffer);
printf("%s\n",buffer);

to check to see what the directory is at startup, but i suspect that's your problem

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