Due to the fact that OpenGL ES does not provide any kind of fonts, we need think a way to create the characters and display them efficiently.
In order to use fonts in OpenGL ES, we will use a widely used technique called: bitmapped fonts. That is, we store into a texture all characters of [...]
In order to load a texture we will use the following function :
bool LoadTexture(const char *fileName, GLuint *id)
This function will receive a texture filename and a pointer to a texture identifier. This identifier will be initialized from inside the function (if proceed). It will return true if the texture was successfully loaded, otherwise it will [...]
In the followings a simple Obj File Loader using OpenGL ES will be described. For that, I used a structure to describe the mesh object:typedef struct _ObjMesh { ObjVertex *m_aVertexArray; ObjNormal *m_aNormalArray; ObjTexCoord *m_aTexCoordArray; ObjFace *m_aFaces;
unsigned long int *m_aIndices; unsigned long int m_iNumberOfVertices,
[...]
The OBJ file format is a text file format, which means you can edit OBJ files in a text editor if you are hard-core. Unfortunately, the original specification didn’t seem to state what the end of line character should be, so some tools use carriage-returns and some use linefeeds. You may have to convert the [...]