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Automatically exported from code.google.com/p/iphonewavefrontloader
<I've removed the problem description framework - it doesn't apply here>
Jeff... i'm trying to make an enhancement to the wavefrontloader and as such
trying to put the
objects loaded into a squash court (for want of a better description). So I've
created a sheet or flat
plane. It can be positioned with translate and rotate. That's fine, but I can't
color it. I'm completely
befuddled as to what's going on. I suspect someone with real opengl knowledge
will see the issue
quickly.
I'll past here the code from drawView that I have (it's not the complete
drawView). I'll also attach a
zipped project.
glPushMatrix();
glLoadIdentity();
glTranslatef(0.0, -1.0, -3.25); // Translate to the current position
glRotatef(rotation, 0.0, 1.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//Configure OpenGL arrays
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
// glEnableClientState(GL_TEXTURE_COORD_ARRAY); // makes glDrawElements crash
with EXE_BAD_ACCESS
glColor4f(1.0f, 0.0f, 0.0f, 1.0f);
// set the scene
glVertexPointer(3 ,GL_FLOAT, 0, cube_vertices); // create a pointer to the Verticies ? steps by
3 ?
glNormalPointer(GL_FLOAT, 0, cube_normals); // create a pointer to the normals ?
glColorPointer(4, GL_FLOAT, 0, cube_colors); // this code is a bit of a test - and seems
over the top for the requirements
const GLfloat matAmbient[] = {1.0, 1.0, 1.0, 1.0};
const GLfloat matDiffuse[] = {1.0, 0.0, 1.0, 1.0}; // changing this will affect the
colour of the surface
const GLfloat matSpecular[] = {1.0, 1.0, 1.0, 1.0};
const GLfloat lightShininess = 128.0;
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, matAmbient);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiffuse);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matSpecular);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, lightShininess);
for(int i = 0; i < num_cube_indices; i += cube_indicies[i] + 1)
{
glDrawElements(GL_TRIANGLE_STRIP, cube_indicies[i], GL_UNSIGNED_BYTE,
&cube_indicies[i+1]);
};
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
// glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glPopMatrix();
Original issue reported on code.google.com by [email protected]
on 1 Aug 2009 at 3:58
Attachments:
1. I prepared 3D models(vrml 1.0) with various number of polygons by
decimating original models.
10k, 5k, 4k, 3k, 2k, 1k
2. I converted those models to obj format using blender.
3. Try to load each model in wavefront obj loader.
The program starts to crash when I try to load the model with 3k polygons.
This only happens when I execute the program solely on the device. (without
connected to mac)
I tried to look at the object allocation status using instrument tool.
It looks like the code temporarily takes up large amount of memory space
while parsing obj file. After loading obj file, the memory has been
released correctly.
Can we possibly improve the code which uses less temporary space during
loading the obj file?
Original issue reported on code.google.com by [email protected]
on 14 May 2009 at 8:12
Attachments:
What steps will reproduce the problem?
1. Export your textured mesh from Cinema4D using the Wavefront Exporter
2. Load it into your app using the WavefronOBJ loader
3. The r- and s-values seem to be flipped which causes the renderer to repeat
the left-most row
of your texture all over the polygon (since r, which is mostly 0.0, is used as
the s-value).
What is the expected output? What do you see instead?
Texture coords would have to be added in the right order.
Please provide any additional information below.
When working with Cinema4D you will have to alter the following lines to get
things working:
Replace the texture coord assignments inside the processOneVertex function (in
OpenGLWavefrontObject.m) with this line:
textureCoords[(vertexNode->actualVertex * componentsPerTextureCoord) + i] =
allTextureCoords[(vertexNode->textureCoords * componentsPerTextureCoord) + i] ;
Be aware that there are two occurences (in my case they're in line 33 and 44)!
This will cause the texture coordinates to be assigned in the order they appear
in your
Cinema4D OBJ export.
Original issue reported on code.google.com by [email protected]
on 6 Feb 2010 at 12:01
What steps will reproduce the problem?
1. Load object with texture into test app
2. See how objects without textures are messed up
See OpenGLTexture3D 's method initWithFilename on line 19 and 70
Please provide any additional information below.
Quick fix was to add to OpenGLWaveFrontObject.m
if (textureCoords != NULL)
{
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glTexCoordPointer(valuesPerCoord, GL_FLOAT, 0, textureCoords);
}
and in the place then disable
if (textureCoords != NULL)
{
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
}
Original issue reported on code.google.com by [email protected]
on 1 Aug 2009 at 5:56
Excuse me for violating the template, but line #276 in
OpenGLWaveFrontObject.m appears incorrect. It reads:
glRotatef(currentPosition.z, 0.0, 0.0, 1.0);
it should read:
glRotatef(currentRotation.z, 0.0, 0.0, 1.0);
Original issue reported on code.google.com by greensamuelm
on 27 Apr 2009 at 12:31
What steps will reproduce the problem?
1. Set Breakpoint on line 88 of OpenGLWaveFrontmatrial.m
2. Put "error = glGetError();" above and below line 88
3. if after the call to line 88:
glEnableClientState(GL_TEXTURE);
error will be GL_INVALID_ENUM
What is the expected output?
error should be 0
What do you see instead?
error is GL_INVALID_ENUM
What version of the product are you using?
May 13, 2009
On what operating system?
OS X 10.5
Please provide any additional information below.
Line 88 says:
glEnableClientState(GL_TEXTURE);
but glEnableClientState does not take GL_TEXTURE as a parameter. Should it
be GL_TEXTURE_COORD_ARRAY, or is GL_TEXTURE correct but the call is not?
Maybe the call should be glMatrixMode( GL_TEXTURE );
so, in the section in question we are loading the PVRT file. But we are no
where near putting the texture info into a coordinate array. It looks like
that happens at line 124...
Original issue reported on code.google.com by [email protected]
on 15 May 2009 at 5:17
What steps will reproduce the problem?
1. Set build for Release
2. Build and run will not succeed
3. Product Name is GLGravity
What is the expected output? What do you see instead?
Wavefront OBJ Loader.app
What version of the product are you using? On what operating system?
Latest from CVS 14 July 2009
Please provide any additional information below.
To correct this issue, you need to double click on the TARGETS ->
Wavefront OBJ Loader, select "Release", then
1. Search on Product Name, and change GLGravity to "Wavefront OBJ
Loader"
2. Search on Prefix Header and set to "Wavefront_OBJ_Loader_Prefix.pch"
3. You should also update the code signing identity to your own for
deployment to the iPhone.
Original issue reported on code.google.com by [email protected]
on 18 Jul 2009 at 3:30
I download the project and the result is OK.
But I use the obj and mtl myself(obj file is 1.8MB, car.rar), then the program
couldn't run correctly.
I check the program and found that the function initWithPath in the file
OpenGLWaveFrontObject.m, there's limits for the dictionary while read face("f
") data.
I also download the old version(wavefrontloader 1.0). The mtl file is analysed
myself. The attached car.rar 3D module is OK. But if the obj file is too
larger, such as 7.9MB(largecar.rar),the 3D module could be display, but it is
distortion. It seems the faces couldn't be draw normally.
I wonder whether there's limmit for obj file size? Or there's provision for obj
file's format, and so on..
Best Regards,
liet
2011.2.24
Original issue reported on code.google.com by [email protected]
on 24 Feb 2011 at 3:50
Attachments:
What steps will reproduce the problem?
1. run application
2. no cylinder displayed
What is the expected output? What do you see instead?
-
What version of the product are you using? On what operating system?
15 July 2009 download from CVS
Please provide any additional information below.
GLViewController.m, line ~111 should say: path = [[NSBundle mainBundle]
pathForResource:@"cylinder2" ofType:@"obj"];
if it doesn't already.
However the cylinder2.obj file and the cylinder2.mtl file have not been
included in the xcode project.
Simply add these files into the project to have the cylinder displayed on
screen at runtime.
Original issue reported on code.google.com by [email protected]
on 16 Jul 2009 at 9:11
Material files have been known to use Ns values (Shininess) values in the range
of 0-1000. The
Wave front loader cleanly passes the value into openGL which uses a 0-128 value
limit on this
data. Thusly, we need to ratio the data. If anyone has shininess issues...
here is the fix>>
Open:
OpenGLWaveFrontMaterial.m:65
Was:
else if ([parseLine hasPrefix:@"Ns "])
material.shininess = [[parseLine substringFromIndex:3] floatValue];
Change To:
else if ([parseLine hasPrefix:@"Ns "])
material.shininess = ([[parseLine substringFromIndex:3] floatValue] / 1000) * 128;
Kind Regards,
Chris Danielson
MaxPowerSoft, LLC
Original issue reported on code.google.com by [email protected]
on 17 Jun 2009 at 4:40
how to use it on es 2.0 for iphone
Original issue reported on code.google.com by [email protected]
on 31 Oct 2013 at 10:19
unless I missed it. I realised I could not set scale a model loaded through
the library.
following the current implementation I added a new property in the
OpenGLWaveFrontObject.h file
Vertex3D currentScale;
@property Vertex3D currentScale;
and added this line in the OpenGLWaveFrontObject.m file
glScalef(currentScale.x, currentScale.y, currentScale.z);
just after these lines
// Rotate to the current rotation
glRotatef(currentRotation.x, 1.0, 0.0, 0.0);
glRotatef(currentRotation.y, 0.0, 1.0, 0.0);
glRotatef(currentPosition.z, 0.0, 0.0, 1.0);
I can now scale the loaded model through the currentScale property
might be wort adding this feature for a reelease?
Seb
Original issue reported on code.google.com by [email protected]
on 27 Jan 2010 at 1:22
What steps will reproduce the problem?
1. Run Application in simulator
2. Loaded objects are not displayed, instead a white screen is presented
3. Quit Application
4. Loaded objects can be seen briefly as application quits
What is the expected output? What do you see instead?
We want to see the loaded application objects
What version of the product are you using? On what operating system?
Downloaded 15 July 2009
Please provide any additional information below.
Target OS is iPhone 3.0
Reference Wavefront_OBJ_LoaderAppDelegate.m, line 22
window = [[UIWindow alloc] initWithFrame:rect];
I don't believe that this line is required. The Window is automatically
initialised when the NIB/XIB is loaded.
Commenting out the line has produced a successful run of the application.
No white screen and I can clearly see the loaded objects.
Great project by the way, thank you.
I have applied many of the changes in the comments here and have a new
package if you wish for refreshing the project. Contact me directly if you
desire.
Original issue reported on code.google.com by [email protected]
on 16 Jul 2009 at 8:13
What steps will reproduce the problem?
1. Run sample project on iOS5 simulator
or
2. Run sample project on iTouch4 with iOS5 installed
What is the expected output? What do you see instead?
I expect to see the example app running. Instead, on the iOS5 simulator, I
just get a white screen and on the iTouch4, I just get a black screen.
What version of the product are you using? On what operating system?
checked out trunk on 2/2/2011
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 2 Dec 2011 at 7:26
What steps will reproduce the problem?
1. Use the attached OBJ file myREye.obj and myREye.mtl along with the attached
png files.
2. Replace GLViewController.m with the one in attached file so only the
concerned OBJ is
displayed.
3. Replace OpenGLWaveFrontObject.m (minor differences - do diff -rb with the
original file)
What is the expected output? What do you see instead?
1. The bender output is the expected output - you can see it in
OBJ-render-in-blender.jpg in
the attachment.
2. The actual output is OBJ-in-iphone-simulator.jpg and
OBJ-iphone-simulator-closeup.jpg
(closeup of the same)
What version of the product are you using? On what operating system?
svn download on April 20, 2010 using MAC OS X (Snow Leopard)
Please provide any additional information below
Look at attached file "Wavefront-display-problem.tar.gz" for all details.
Original issue reported on code.google.com by [email protected]
on 20 Apr 2010 at 11:42
Attachments:
I loaded the application onto an iPod Touch running OS 2.2.1, eventually
overcame various 0xE800003A type errors. The app copies over, but I run it
and it just gets a black screen. (It runs perfectly in the simulator, however.)
Any ideas?
Here is the crash log:
Incident Identifier: 83605773-C84E-47C5-B86C-52EFA4798272
CrashReporter Key: b178d5fc4c73c3161882eceb73ed13605e2eb4a3
Process: Wavefront OBJ Loader [160]
Path:
/var/mobile/Applications/74BA0C81-7B55-444D-9EA1-AFE0F153336B/Wavefront OBJ
Loader.app/Wavefront OBJ Loader
Identifier: Wavefront OBJ Loader
Version: ??? (???)
Code Type: ARM (Native)
Parent Process: launchd [1]
Date/Time: 2009-04-09 12:51:10.296 -0400
OS Version: iPhone OS 2.2.1 (5H11a)
Report Version: 103
Exception Type: 00000020
Exception Codes: 0x8badf00d
Highlighted Thread: 0
Application Specific Information:
Failed to launch
Thread 0:
0 Wavefront OBJ Loader 0x00002772 -[OpenGLWaveFrontObject
initWithPath:] (OpenGLWaveFrontObject.m:107)
1 Wavefront OBJ Loader 0x000083ba -[GLViewController
setupView:] (GLViewController.m:95)
2 Wavefront OBJ Loader 0x000094b2 -[GLView drawView] (GLView.m:171)
3 Wavefront OBJ Loader 0x00008fe6 -[GLView layoutSubviews]
(GLView.m:91)
4 UIKit 0x30a73bd4 -[UIView(CALayerDelegate)
_layoutSublayersOfLayer:] + 32
5 QuartzCore 0x31dd60e8 -[CALayer layoutSublayers] + 56
6 QuartzCore 0x31dd5ff8 CALayerLayoutIfNeeded + 192
7 QuartzCore 0x31dd576c CAContextCommitTransaction + 176
8 QuartzCore 0x31dd5434 CATransactionCommit + 260
9 CoreFoundation 0x3026a0e6 __CFRunLoopDoObservers + 380
10 CoreFoundation 0x3026991a CFRunLoopRunSpecific + 1508
11 CoreFoundation 0x30269320 CFRunLoopRunInMode + 44
12 GraphicsServices 0x31567e58 GSEventRunModal + 268
13 UIKit 0x30a4fa6c -[UIApplication _run] + 520
14 UIKit 0x30a591d0 UIApplicationMain + 1132
15 Wavefront OBJ Loader 0x000020a4 main (main.m:15)
16 Wavefront OBJ Loader 0x0000202c start + 44
Thread 1:
0 libSystem.B.dylib 0x3146baa4 mach_msg_trap + 20
1 libSystem.B.dylib 0x31468b70 mach_msg + 60
2 CoreFoundation 0x30269748 CFRunLoopRunSpecific + 1042
3 CoreFoundation 0x30269320 CFRunLoopRunInMode + 44
4 WebCore 0x32bc0740 RunWebThread + 340
5 libSystem.B.dylib 0x31461786 _pthread_body + 34
Thread 2:
0 libSystem.B.dylib 0x3146baa4 mach_msg_trap + 20
1 libSystem.B.dylib 0x31468b70 mach_msg + 60
2 GraphicsServices 0x3156aca8 EventReceiveThread + 504
3 libSystem.B.dylib 0x31461786 _pthread_body + 34
Unknown thread crashed with unknown flavor: 5, state_count: 1
Binary Images:
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<50a4115587a0ccbe16e7fcc65981f19a>
/var/mobile/Applications/74BA0C81-7B55-444D-9EA1-AFE0F153336B/Wavefront OBJ
Loader.app/Wavefront OBJ Loader
0xa9000 - 0xaafff dns.so ??? (???)
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Original issue reported on code.google.com by ispiro
on 9 Apr 2009 at 4:54
What steps will reproduce the problem?
1. Build the application
2. sprinkle errorcode = glGetError(); all over the place (actually, divide
and conquer works best...)
3. every time
glLightfv(GL_LIGHT0, GL_SHININESS, &lightShininess);
is called, note that errorcode is set to 1280, or 0x500 or GL_INVALID_ENUM
What is the expected output?
glGetError() should return 0
The thing is that GL_SHININESS cannot be applied to light object. (Saw this
in a comment on one of Jeff's blog posts as well...)
What do you see instead?
1280, or 0x500 or GL_INVALID_ENUM
What version of the product are you using?
May 13, 2009
On what operating system?
OS X 10.5
Please provide any additional information below.
Just remove lines 78
glLightfv(GL_LIGHT0, GL_SHININESS, &lightShininess);
and 84
glLightfv(GL_LIGHT1, GL_SHININESS, &lightShininess);
Original issue reported on code.google.com by [email protected]
on 15 May 2009 at 4:47
What steps will reproduce the problem?
1. use svn to checkout the source
2. open xcode project
3. open Resources and Models groups
What is the expected output?
cylinder2.mtl, cylinder2.obj included in the list.
What do you see instead?
These files are not included.
What version of the product are you using?
Version as of May 14
On what operating system?
OS X 10.5.6
Please provide any additional information below.
Add those files to the project, then open GLViewController.m and change
line 110 from:
path = [[NSBundle mainBundle] pathForResource:@"uvcube2" ofType:@"obj"];
to
path = [[NSBundle mainBundle] pathForResource:@"cylinder2" ofType:@"obj"];
this will cause a nice cylinder to appear right above the earth.
Original issue reported on code.google.com by [email protected]
on 15 May 2009 at 3:59
Error in OpenGLWaveFrontMaterial.m line 153 : should replace self.shininess =
shininess by
self.shininess = inShininess
Original issue reported on code.google.com by [email protected]
on 18 Jun 2009 at 8:56
Error in OpenGLWaveFrontObject.m line 278 : found glRotatef(currentPosition.z,
should be
glRotatef(currentRotation.z,
Original issue reported on code.google.com by [email protected]
on 18 Jun 2009 at 5:18
What steps will reproduce the problem?
1. Load my custom object with texture into test app
2. Blender exported custom OBJ files have incorrect texturing
Original issue reported on code.google.com by [email protected]
on 17 Jun 2010 at 12:32
Attachments:
Only One Light (GL_LIGHT0) is currently active.
The Second light (GL_LIGHT1)is set up like this.
glEnable(GL_LIGHT1);
glLightfv(GL_LIGHT1, GL_AMBIENT, lightAmbient);
glLightfv(GL_LIGHT2, GL_DIFFUSE, lightDiffuse);
glLightfv(GL_LIGHT2, GL_POSITION, light2Position);
glLightfv(GL_LIGHT2, GL_SHININESS, &lightShininess);
While it should be
glEnable(GL_LIGHT1);
glLightfv(GL_LIGHT1, GL_AMBIENT, lightAmbient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, lightDiffuse);
glLightfv(GL_LIGHT1, GL_POSITION, light2Position);
glLightfv(GL_LIGHT1, GL_SHININESS, &lightShininess);
The Scene is not lit as expected from 2 lights.
Original issue reported on code.google.com by [email protected]
on 14 May 2009 at 7:23
What steps will reproduce the problem?
1. Open GLViewController.m
2. scroll to line 103: note path for resource is texturedcube, which refers
to an OBJ resource that is not included with the project
3. Build and run the project.
What is the expected output?
Arotating cube should appear to the left of the earth
What do you see instead?
empty space
What version of the product are you using?
Downloaded May 13
On what operating system?
OS x 10.5
Please provide any additional information below.
Fix this by specifying "uvcube2" instead. That is, change line 103 from
path = [[NSBundle mainBundle] pathForResource:@"texturedcube"
ofType:@"obj"];
To
path = [[NSBundle mainBundle] pathForResource:@"uvcube2" ofType:@"obj"];
Original issue reported on code.google.com by [email protected]
on 15 May 2009 at 4:09
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