Discussion:
In this last tutorial, we see one final element that can
add a tremendous level of detail to our scenes without sacrificing too
much speed. As in the previous lesson, we have an OBJ file being read in
by the GLM toolkit. However, instead of "painting" the object
with the current material color, this time we allow the original colors
to be used in rendering the object. We do this efficiently by drawing
the object once and saving it as a display list in OpenGL, the calling
that display list in our rendering loop to show the object. Surprisingly
few adjustments are made to achieve this astonishingly effective result.
Look at the sample code in objects2 compared to the code in objects1,
and you will see that it is actually just a little bit shorter. With the
abundance of 3D meshes on the Internet, there is virtually no limit to
the objects you can add to your virtual world using this method.
Sample code:
Click here to see the sample code: objects2.c,
glm.h
Executable example:
Click here for a running demo: objects2.exe,
castle.obj, castle.mtl
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