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Non-framework model render in OpenGL C++ code

edited February 12 in Help

Hello, I’m use only Core (v. 4) in my code, at this moment I have all parameters, parts, etc. from .moc3 file.

From moc3 I also have coordinates for any part (x, y, u, v), and I see there is a lot of vertexes for each part, more then 4 or 6 needed for standard OpenGL VAO/VBO/EBO drawing.

So, my question is: how can I render model or what I need to do with coordinates?

p.s. sorry for my broken English)

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Comments

  • edited February 16
    Well, I solved this question: I thought of parts of model as 2d sprites, but in fact they are like 3D meshes =) For rendering, you need to create a dynamically generated VAO / EBO. Now I am thinking about converting x and y to my render area.
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