Login Action Required

The NinevehGL Forum uses a new concept of "socialized forum" or as we like to say "Tweet Forum".


Here is the deal:
  1. No new registration is required. Just sign in with your Twitter account and authorize the NinevehGL Forum.
  2. Once you’re in, you'll be able to "Follow a Thread", that means every time that thread receive a new post or update you'll receive a mention on your twitter.
  3. Besides, you can enable "Auto Share", then every new post and/or thread you make will be tweeted on your timeline. (By default, auto-share is enabled only for your threads)

Forum Rules:

1. We understand human comunication can become "hot" sometimes. So some insults and bad words ARE allowed. Just don't push too much being an asshole all the time.

2. SPAMMERS are not allowed. There are penalties for this kind of user and they can be banned forever.

3. You can report other users, if you judge necessary. An user reported many times by many people can also be banned forever. However you can also receive penalties for report deliberately for no apparent reason.

If there is a similar thread title, make sure the other one doesn't already have the answer you're looking for.

This forum uses the BBCode (Bulletin Board Code), here are some instructions:

Bold: [b]text[/b]
Italic: [i]text[/i]
Underline: [u]text[/u]

Code: [code]text[/code]
Quote:
[quote=@username]text[/quote]
[quote]text[/quote]

List:
[ul] [*]item [/ul]
[ol] [*]item [/ol]

URL:
[url]http://url.com[/url]
[url=http://url.com]text[/url]

Image:
[img]http://imageurl.com[/img]

Embed (videos, code, 3D):
[embed]http://url.com[/embed]

Welcome to the NinevehGL's world!
NinevehGL is a 3D engine forged with pure Obj-C.
Welcome to the
Forum!
Hello, Guest.

Your current vote:

You can change your vote many times. But it's still one single vote.

About Importing Formats
Vote this thread:


@davidchanck

Posts: 16

NGLNewbie

Mon, Jun 4 2012


Hi,

I'm attempting to import some models I've got but most of it don't work because they might not follow the correct OBJ format. However, I'm not getting any error saying that it's the wrong OBJ format. Is this normal? Or does it mean it actually worked but I didn't display it properly?

The OBJ in question was exported via Blender.

Thanks
0% like this - 0/0

@dineybomfim

Posts: 571

NGLAdmin

Tue, Jun 5 2012


In response to: @davidchanck

Hi,

Yes, when a 3D file has incorrect format according to its oficial documentation, NinevehGL will show the warnings in the Output Panel log.

However, if no error was shown, this means the 3D file was imported properly and now there are many things that can make you "don't see" the mesh on the first screen:

  • Mesh can be too big.
  • Mesh can be too far.
  • Just positioned outside the screen.
  • Using a full transparent material.
  • Trying to import non existing texture files.
  • ...


In fact, there are many reasons for that, once the mesh was imported properly.

This is why we advise, at least during the debug time, to always use the import settings:

kNGLMeshCentralizeYes, kNGLMeshKeyCentralize,
@"0.5", kNGLMeshKeyNormalize,


By doing so, you can be sure that at least your mesh is in the center of the screen and fit within it. Now you can start checking the other reasons.
0% like this - 0/0

@davidchanck

Posts: 16

NGLNewbie

Tue, Jun 5 2012


In response to: @dineybomfim

Thanks, also sometimes, the imported model is rotated.

How can I "fix" it by rotating it and then "reset" the axis? Because my rotation gets screwed up afterwards.
0% like this - 0/0

@dineybomfim

Posts: 571

NGLAdmin

Tue, Jun 5 2012


In response to: @davidchanck

Hm... it's rotated? It's COLLADA file?

If so, this is because each 3D software uses its own orientation (Y up, Z up, etc.). To solve this problem the COLLADA file allows "rotation correction", using matrices and euler angles. If your file is a .dae and has this issue, it's because the 3D software is exporting your mesh with this correction.

Usually you can use exporting options to disable or change this COLLADA's rotation correction.

Or simply export it as OBJ.

However if your file is an OBJ, well, in this case we must investigate the case, please send the 3D file to us via email.

Hope this helps.
0% like this - 0/0

@davidchanck

Posts: 16

NGLNewbie

Tue, Jun 5 2012


In response to: @dineybomfim

It was an OBJ file, it's definitely have to do with its export settings. Opened up the file with 3D Studio Max and re-export it. The orientation is corrected.

Thanks
0% like this - 0/0

@adameisfeld

Posts: 41

NGLUser

Tue, Jun 5 2012


In response to: @davidchanck

This may seem obvious but are you sure you're properly pointing Nineveh to where the .obj file is located? I find sometimes Nineveh has a hard time locating the file if you've put it in several groups inside of your app. You can circumvent this by doing a search for the path of the file first and passing this entire path to Nineveh, via this:

NGLMesh *myMesh = [[NGLMesh alloc] initWithFile:[[NSBundle mainBundle] pathForResource:@"myObjFileName" ofType:@"obj"] settings:nil delegate:nil];
100% like this - 1/1

@dineybomfim

Posts: 571

NGLAdmin

Wed, Jun 6 2012


In response to: @adameisfeld

Cool Adam! You're right, the NinevehGL respects the full paths when you inform it instead of the file name.

Besides, if you're working on a folder for a while, you can set the path to that folder as the Global Path, by doing this the NinevehGL will search for files in that location first.


nglGlobalFilePath(@"my/custom/file/path");
nglGlobalFlush();
0% like this - 0/0
Technology

NinevehGL is a 3D engine built right on top of OpenGL ES and it uses all the programmable pipeline power, making it easy for you to create great application with shaders.

Share on


Follow NinevehGL
Fastest way to contact us:

Copyright © 2011 db-in. All rights reserved.