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  • How to setup/calculate texturebuffer in glTexCoordPointer when importing from OBJ-file

    - by JohnMurdoch
    Hi all, I'm parsing an OBJ-file in Android and my goal is to render & display the object. Everything works fine except the correct texture mapping (importing the resource/image into opengl etc works fine). I don't know how to populate the texture related data from the obj-file into an texturebuffer-object. In the OBJ-file I've vt-lines: vt 0.495011 0.389417 vt 0.500686 0.561346 and face-lines: f 127/73/62 98/72/62 125/75/62 My draw-routine looks like (only relevant parts): gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_NORMAL_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glNormalPointer(GL10.GL_FLOAT, 0, normalsBuffer); gl.glTexCoordPointer(2, GL10.GL_SHORT, 0, t.getvtBuffer()); gl.glDrawElements(GL10.GL_TRIANGLES, t.getFacesCount(), GL10.GL_UNSIGNED_SHORT, t.getFaceBuffer()); Output of the counts of the OBJ-file: Vertex-count: 1023 Vns-count: 1752 Vts-count: 524 ///////////////////////// Part 0 Material name:default Number of faces:2037 Number of vnPointers:2037 Number of vtPointers:2037 Any advise is welcome.

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