iPhone – OpenGL ES How to Import 3D Models at runtime and map the texture to it

It’s a bit cheating because there are actually two problems in the title.

As for how to import the 3D model, I think I can pass this .

However, my question is: Can I map textures to imported models at runtime?

Isn’t this called a UV map?

The 3D model is basically a sphere. Is it better to use OpenGL ES to generate the sphere?

But how do I map the texture to it?

Sorry for not knowing most of the basics.

you Are you using direct OpenGL or an engine? If you are using an engine, some of them may have been solved for you.

If you are using direct OpenGL, you must remember that it is “just” a rendering API. So you still need Do a lot of leg work by yourself.

To import a 3D model, you have to do this

>Create some kind of grid data structure
>Write a loader (OBJ file format Is a good starting point), it accepts a file and loads it into your data structure
>Write rendering code that will take the data you have loaded and present it.

< p>Yes, you can texture map your mesh. What you need are texture (UV) coordinates. These basically map the vertices in the mesh to the position on the 2D texture. Imagine a sphere modeling the earth, UV Coordinates map vertices to specific locations on the 2D map of the earth.

In the code of the 3D sphere you can use generate those, but the modeling package can also help you, especially for more complex 3D objects. For some visual introduction, please take a look at the tutorial on UV mapping related to Blender.

You can find an OpenGL ES tutorial on textures and texture mapping here.

It is a bit cheating because there are actually two problems in the title.

As for how to import the 3D model, I think I can pass this point.

However, my question is: Can I map textures to imported models at runtime?

Isn’t this called a UV map?

The 3D model is basically a sphere. Is it better to use OpenGL ES to generate the sphere?

But how do I map the texture to it?

Sorry for not knowing most of the basics.

Are you using direct OpenGL or an engine? If you are using an engine, some of them may have been solved for you.

If you are using direct OpenGL, you must remember that it is “just” a rendering API. So you still need Do a lot of leg work by yourself.

To import a 3D model, you have to do this

>Create some kind of grid data structure
>Write a loader (OBJ file format Is a good starting point), it accepts a file and loads it into your data structure
>Write rendering code that will take the data you have loaded and present it.

< p>Yes, you can texture map your mesh. What you need are texture (UV) coordinates. These basically map the vertices in the mesh to the position on the 2D texture. Imagine a sphere modeling the earth, UV Coordinates map vertices to specific locations on the 2D map of the earth.

In the code of the 3D sphere you can use generate those, but the modeling package can also help you, especially for more complex 3D objects. For some visual introduction, please take a look at the tutorial on UV mapping related to Blender.

You can find an OpenGL ES tutorial on textures and texture mapping here.

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