Model that has lighting baked into the texture. In this chapter we won't be enabling lighting yet, so it helps to use a sample TINYOBJ_INCLUDE_PATH = /home/user/libraries/tinyobjloaderĬFLAGS = -std=c++17 -I$(VULKAN_SDK_PATH)/include -I$(STB_INCLUDE_PATH) -I$(TINYOBJ_INCLUDE_PATH) STB_INCLUDE_PATH = /home/user/libraries/stb Make sure to use the version of the file from the master branch because the latest official release is outdated.Īdd the directory with tiny_obj_loader.h in it to the Additional Include Directories paths.Īdd the directory with tiny_obj_loader.h to the include directories for GCC: VULKAN_SDK_PATH = /home/user/VulkanSDK/x.x.x.x/x86_64
Repository linked above and download the tiny_obj_loader.h file to a folder in Integrate because it's a single file library like stb_image. To load vertices and faces from an OBJ file. Itself rather than the details of loading it from a file.
This chapter, but we'll focus more on integrating the mesh data with the program We will load mesh data from an OBJ model in The problem with this is that any remotely interesting 3DĪpplication will soon require features that are not supported by this fileįormat, like skeletal animation. Many graphics API tutorials have the reader write their own OBJ loader in aĬhapter like this.
In thisĬhapter we're going to extend the program to load the vertices and indices fromĪn actual model file to make the graphics card actually do some work. In the vertices and indices arrays is not very interesting yet. Your program is now ready to render textured 3D meshes, but the current geometry