Basic approach to narrowing / stretching a visual model in OpenGL

I am new to OpenGL-ES and am looking for the best approach to create a realistic eye model, whose student can stretch and contract, so I have a plan for working with textbooks.

  • I made a grid in a blender, which basically is a sphere with a hole (the “pole” or center vertex and a couple of surrounding circle boundaries are removed).

  • I plan to add the texture of the iris directly to the sphere spheres surrounding the hole.

  • To resize the pupil, do I only need a function to move the vertices of the hole so that the hole expands or contracts?

  • I am going to use OpenGL in an Objective-C application. I am a Jeff Lamarche Objective C export script . Is it standard to export only a mesh from a blender and add textures to code later in xcode? Or is it easier or better to set up the textures on the grids in the blender first and export more finished product data to xcode?

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Your question is a little outdated, so I'm not sure how many successes you have made, but as I climbed up the learning curve, I thought I would try to answer.

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Lamarche script, : http://38leinad.wordpress.com/2012/05/29/blender-2-6-exporting-uv-texture-coordinates/

.obj .h script: http://heikobehrens.net/2009/08/27/obj2opengl/

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