Beer glass scene creation
This course contains a little bit of everything with modeling, UVing, texturing and dynamics in Maya, as well as compositing multilayered EXR's in Photoshop.
# 1 14-12-2005 , 07:20 PM
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Join Date: Dec 2005
Posts: 2

converting models to OpenGL

Hi you all.

I'm doing a project in OpenGL, and I want to import my Maya models in a form I can use with OpenGL programming.

I need to convert both polygonal and NURBS models to the invironment, and i want to know how i can do it, and what's the limitations.

Thank ahead,
me user added image

# 2 16-12-2005 , 11:59 PM
sensensen's Avatar
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Join Date: Nov 2005
Posts: 31

Re: converting models to OpenGL

Originally posted by blazing_fire
Hi you all.

I'm doing a project in OpenGL, and I want to import my Maya models in a form I can use with OpenGL programming.

I need to convert both polygonal and NURBS models to the invironment, and i want to know how i can do it, and what's the limitations.

Thank ahead,
me user added image

the Graphics card I have is a ATI x600 and its running on a 3g P4.

I tried to install drivers from ATI but not sure if it stayed the same or got worse....

anyway ... if someone could throw me


maya works
# 3 17-12-2005 , 02:50 AM
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Join Date: Aug 2004
Posts: 408

Re: converting models to OpenGL

Originally posted by blazing_fire
Hi you all.

I'm doing a project in OpenGL, and I want to import my Maya models in a form I can use with OpenGL programming.

I need to convert both polygonal and NURBS models to the invironment, and i want to know how i can do it, and what's the limitations.

Thank ahead,
me user added image

Okay -- this is going to piss you off but there's no standard openGL import fileformat (at least not that I'm aware of) unlike .x for DirectX.

You'll need to code your own... also NURBS will need to be converted to polygons to work correctly in a realtime environment.

# 4 17-12-2005 , 05:02 PM
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Join Date: Dec 2005
Posts: 2

Re: Re: converting models to OpenGL

Originally posted by Phopojijo
Okay -- this is going to piss you off but there's no standard openGL import fileformat (at least not that I'm aware of) unlike .x for DirectX.

You'll need to code your own... also NURBS will need to be converted to polygons to work correctly in a realtime environment.

first of all, thanks for your replay user added image

second-I don't want to convert it to a file, I want to convert it to a C code I can use with programming softwares such as Visual Studio. Does it makes any difference?

# 5 18-12-2005 , 02:24 AM
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Join Date: Aug 2004
Posts: 408
No difference -- personally I'd check around for some opensource file format (or make your own... depends on what features you want it to have... if you just want unsmoothed polygons and possibly UVs and space is not an option then you can use a file like JMS which is uncompiled and uncompressed.

Again -- I need to know what its for to give better suggestions...

Btw -- all a file is is a series of variables... its much more efficient memory, space, and processor (go figure) to use file import then simply bake it in the program. You can load files as much or as little as you wish... a program's inflated if its baked in.


Last edited by Phopojijo; 18-12-2005 at 02:29 AM.
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