Can any one reply who has worked on 3DS parser.
Are you loading this 3DS model into RenderMonkey? and viewing in an OpenGLES preview window? Just want to clarify things here.
I am loading through my own framework.Every thing is working fine
i have to optimise my code.Actually i am using glDrawElement for drawing,
so its totally depend on indices.But the normal are in sequetial order so i
have to again arrange either vertices or normal in sequential order.
First, having to rearrange the indices (or the normals) should only be a load-time performance penalty, and shouldn't cause a runtime penalty.
I don't usually use 3D Studio Max, but perhaps there is an option related to saving the normals to match the vertex positions? What happens if you load the model up into other DCC tools? Do they have similar problems? What if you re-export through those tools?
If you have the same issue, then perhaps your loader is not interpreting the smoothing groups correctly. Most of our tools do not use the smoothing groups, so we typically regenerate the normals at load time anyway.
Thanks for your suggestion.Actually i have a only 3ds file from
artist.We dont have any tools.I am using the 3ds parse provided with Emulator.But in my sample if i am passing directly
normal pointer(which is getting from 3ds loader) to glNormalpointer the FPS i am getting around 390.Because of normal is not in correct order ,so i am not getting lighting effect.But if i am arranging either normal or vertices in serial order,fps is geeting down to around 100 fps,now i am getting light effect proper because normal corrected.My mess has a large data so my GPU is waiting for CPU.
So i am thinking if the loader will load the normal according to vertices,then i will get good performnace.