OpenGL ES and real world development

Posted by Mark on Stack Overflow See other posts from Stack Overflow or by Mark
Published on 2010-05-04T22:56:46Z Indexed on 2010/05/07 19:58 UTC
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Hi Guys,

I'm trying to learn OpenGL ES quickly (I know, I know, but these are the pressures that have been thrusted upon me) and I have been read around a fair bit, which lots of success at rendering basic models, some basic lighting and 'some' texturing success too.

But this is CONSTANTLY the point at which all OpenGL ES tutorials end, they never say more of what a real life app may need. So I have a few questions that Im hoping arent too difficult.

  1. How do people get 3d models from their favorite 3d modeling tool into the iPhone/iPad application? I have seen a couple of blog posts where people have written some python scripts for tools like Blender which create .h files that you can use, is this what people seem to do everytime? Or do the "big" tooling suites (3DS, Maya, etc...) have exporting features?

  2. Say I have my model in a nice .h file, all the vertexes, texture points, etc.. are lined up, how to I make my model (say of a basic person) walk? Or to be more general, how do you animate "part" of a model (legs only, turn head, etc...)? Do they need to be a massive mash-up of many different tiny models, or can you pre-bake animations these days "into" models (somehow)

  3. Truely great 3D games for the iPhone are (im sure) unbelievably complex, but how do people (game dev firms) seem to manage that designer/developer workflow? Surely not all the animations, textures, etc... are done programatically.

I hope these are not stupid questions, and in actual fact, my app that Im trying to investigate how to make is really quite simple, just a basic 3D model that I want to be able to pan/tilt around using touch. Has anyone ever done/seen anything like this that I might be able to read up on?

Thanks for any help you can give, I appreciate all types of response big or small :)

Cheers, Mark

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