Rename vector type.
Refactor file layout of extperimental code.
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33
README.md
33
README.md
@@ -26,11 +26,20 @@ Old version is available `v0.9.x` branch https://github.com/syoyo/tinyobjloader/
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## What's new
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### Version 2.x
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* Refactor API
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* Support triangulation for concave polygons(#151)
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### Version 1.x
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Avaiable in `v1.x.y` branch.
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* 20 Aug, 2016 : Bump version v1.0.0. New data structure and API!
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### Old version
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### Older version
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Previous old version is avaiable in `v0.9.x` branch.
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Older version is avaiable in `v0.9.x` branch.
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## Example
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@@ -49,7 +58,11 @@ http://casual-effects.com/data/index.html
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TinyObjLoader is successfully used in ...
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### New version(v1.0.x)
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### New version(v2.x)
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* Your project here! (Letting us know via github issue is welcome!)
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### Old version(v1.x)
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* Double precision support through `TINYOBJLOADER_USE_DOUBLE` thanks to noma
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* Loading models in Vulkan Tutorial https://vulkan-tutorial.com/Loading_models
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@@ -60,7 +73,7 @@ TinyObjLoader is successfully used in ...
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* VFPR - a Vulkan Forward Plus Renderer : https://github.com/WindyDarian/Vulkan-Forward-Plus-Renderer
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* Your project here! (Letting us know via github issue is welcome!)
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### Old version(v0.9.x)
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### Older version(v0.9.x)
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* bullet3 https://github.com/erwincoumans/bullet3
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* pbrt-v2 https://github.com/mmp/pbrt-v2
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@@ -228,12 +241,12 @@ for (size_t s = 0; s < shapes.size(); s++) {
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for (size_t v = 0; v < fv; v++) {
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// access to vertex
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tinyobj::index_t idx = shapes[s].mesh.indices[index_offset + v];
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tinyobj::real_t vx = attrib.vertices[3*idx.vertex_index+0];
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tinyobj::real_t vy = attrib.vertices[3*idx.vertex_index+1];
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tinyobj::real_t vz = attrib.vertices[3*idx.vertex_index+2];
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tinyobj::real_t nx = attrib.normals[3*idx.normal_index+0];
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tinyobj::real_t ny = attrib.normals[3*idx.normal_index+1];
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tinyobj::real_t nz = attrib.normals[3*idx.normal_index+2];
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tinyobj::real_t vx = attrib.vertices[idx.vertex_index].x;
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tinyobj::real_t vy = attrib.vertices[idx.vertex_index].y;
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tinyobj::real_t vz = attrib.vertices[idx.vertex_index].z;
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tinyobj::real_t nx = attrib.normals[idx.normal_index].x;
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tinyobj::real_t ny = attrib.normals[idx.normal_index].y;
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tinyobj::real_t nz = attrib.normals[idx.normal_index].z;
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tinyobj::real_t tx = attrib.texcoords[2*idx.texcoord_index+0];
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tinyobj::real_t ty = attrib.texcoords[2*idx.texcoord_index+1];
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// Optional: vertex colors
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