I have made a minor update to the Wavefront OBJ Loader and released it on Google Code. You can find its new homepage right here.
The UV texture mapping is still wonky - I haven't had time to look at that. After profiling, I realized I could save quite a bit of time by using sqrtf() instead of sqrt(), since OpenGL ES doesn't support GLDouble, there was no point in using the higher precision square root function.
I also implemented, based on some tweets by Noel Llopis of Snappy Touch fame, a faster normalization function that utilizes the fast inverse square root optimization. This is an optional optimization based on a pre-compiler define.
I really don't have any immediate plans to do much with this, but if anyone wants to work on it, I'm happy to add you as a project member. If you're interested in loading 3D objects, there's a fair amount of useful code in this project you can borrow and learn from, but there's also plenty of room for further optimizations if you feel like trying out Shark.
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