LWJGL Forum

Programming => Lightweight Java Gaming Library => Topic started by: tlf30 on January 16, 2012, 06:51:23

Title: Load models
Post by: tlf30 on January 16, 2012, 06:51:23
Alright I know there has been lots on this topic but I can't get any code to work the way I want and I'm not familiar with the way model files are. Is there any code that will allow me to give it a model on start up and draw it when ever and where ever as many times as I want (in a format that blender supports). So for me to give it a model with a method like modelLoader.load(InoutStream in); then draw it wit a method like modelLoader.draw(long x, long y, long z); . Along with having methods to get the x, y, z size of the model. I know this has been done, because there are a lot of progams made in lwjgl so there has to be a simple library or class to do this.
Title: Re: Load models
Post by: Evil-Devil on January 20, 2012, 13:42:41
You could try this ancient thread: http://lwjgl.org/forum/index.php/topic,917.0.html
Or implement the desired model format on your own. Most 3d model libs i know have been written in c/c++. Though you could write a wrapper or do the hard work on your own. But a full fledged lib for lwjgl is afaik not available.

On the other way you might be happy with the jMonkeyEngine. They use lwjgl too and have some 3d model import stuff :)
Title: Re: Load models
Post by: AGP on February 04, 2012, 19:52:57
I recommend jpct (http://jpct.net). It's very simple, very intuitive, and you get your pick of lwjgl and jogl.