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  Trouble with Mesh class  (Read 549 times)
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Offline Solater

Junior Newbie





« Posted 2018-03-17 05:06:32 »

Hello,

I am a beginner to LWJGL and OpenGL in general, and I have been struggling to try and load models for the past few days. I think there may be something wrong with my Mesh class, as the model I see displayed is very odd and differs from what is defined in the .obj(The vertices seem to define a cube, however what I see can only be described as an eldritch horror). I have searched for long hours, trying to find fault in my Mesh class, comparing it against others, but yet I have found no error. It would be a great relief if someone more experience could review my Mesh code, as that would perhaps allow me to discard it as a possible issue in order to concentrate on the model loading part.

This is the type of eldritch horror I speak about, when it should be a simple cube:



Here is my Mesh code:

http://pastebin.java-gaming.org/9c18681505114

Here is my vertex shader:

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#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
layout (location = 2) in vec3 aNormal;

out vec2 TexCoord;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
    gl_Position = projection * view * model * vec4(aPos, 1.0);
    TexCoord = vec2(aTexCoord.x, aTexCoord.y);
}


Here is my fragment shader:

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#version 330 core
out vec4 FragColor;

in vec2 TexCoord;

uniform sampler2D diffuseTex;

void main()
{
    FragColor = texture(diffuseTex, TexCoord);
}


I thank you very much in advance.
Offline Solater

Junior Newbie





« Reply #1 - Posted 2018-03-17 05:55:42 »

Nevermind, I found the issue. The problem was in my model loader. When converting a Float list to a float array, instead of .floatValue() I was using .intValue() and that was screwing up the values.

Not my proudest moment...
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