void templateAppInit(int width, int height)
{
    GFX_start();
    glViewport(0.0f, 0.0f, width, height);
    GFX_set_matrix_mode(PROJECTION_MATRIX);
    GFX_load_identity();
    GFX_set_perspective(80.0f, (float)width / (float)height, 0.1f, 100.0f, -90.0f);
    obj = OBJ_load(OBJ_FILE, 1);
    unsigned int i = 0;
    while (i != obj->n_objmesh) {
	OBJ_optimize_mesh(obj, i, 128);
	OBJ_build_mesh(obj, i);
	OBJ_free_mesh_vertex_data(obj, i);
	++i;
    }
    i = 0;
    while (i != obj->n_texture) {
	OBJ_build_texture(obj, i, obj->texture_path, TEXTURE_MIPMAP | TEXTURE_16_BITS, TEXTURE_FILTER_2X, 0.0f);
	++i;
    }
    i = 0;
    while (i != obj->n_objmaterial) {
	OBJ_build_material(obj, i, NULL);
	++i;
    }
    program = PROGRAM_create((char *)"default", VERTEX_SHADER, FRAGMENT_SHADER, 1, 0, program_bind_attrib_location, NULL);
    PROGRAM_draw(program);
    glUniform1i(PROGRAM_get_uniform_location(program, (char *)"DIFFUSE"), 1);
}
示例#2
0
void templateAppInit( int width, int height ) {

	atexit( templateAppExit );

	GFX_start();
	
	init_physic_world();
	
	gContactAddedCallback = contact_added_callback;

	glViewport( 0.0f, 0.0f, width, height );

	GFX_set_matrix_mode( PROJECTION_MATRIX );
	GFX_load_identity();
	GFX_set_perspective( 45.0f,
						 ( float )width / ( float )height,
						 0.1f,
						 100.0f,
						 -90.0f );

	obj = OBJ_load( OBJ_FILE, 1 );

	unsigned int i = 0;

	while( i != obj->n_objmesh ) {

		OBJ_build_mesh( obj, i );
		
		OBJMESH *objmesh = &obj->objmesh[ i ];
				
		if( !strcmp( objmesh->name, "Cube" ) )
		{
			objmesh->rotation.x =
			objmesh->rotation.y =
			objmesh->rotation.z = 35.0f;
			
			add_rigid_body( objmesh, 1.0f );
		}

		else add_rigid_body( objmesh, 0.0f );		

		OBJ_free_mesh_vertex_data( obj, i ); 

		++i;
	}
	
	program = PROGRAM_create( ( char * )"default",
							  VERTEX_SHADER,
							  FRAGMENT_SHADER,
							  1,
							  0,
							  program_bind_attrib_location,
							  NULL );

	PROGRAM_draw( program );
}
示例#3
0
void load_game( void )
{
	init_physic_world();
	
	gContactAddedCallback = contact_added_callback;

	obj = OBJ_load( OBJ_FILE, 1 );

	unsigned int i = 0;

	while( i != obj->n_objmesh ) {
		
		OBJMESH *objmesh = &obj->objmesh[ i ];
		
		OBJ_optimize_mesh( obj, i, 128 );
		
		OBJ_build_mesh( obj, i );

		OBJ_free_mesh_vertex_data( obj, i ); 

		++i;
	}
	

	i = 0;
	while( i != obj->n_texture ) { 

		OBJ_build_texture( obj,
						   i,
						   obj->texture_path,
						   TEXTURE_MIPMAP | TEXTURE_16_BITS,
						   TEXTURE_FILTER_2X,
						   0.0f );
		++i;
	}

	program = PROGRAM_create( ( char * )"default",
							  VERTEX_SHADER,
							  FRAGMENT_SHADER,
							  1,
							  0,
							  program_bind_attrib_location,
							  NULL );

	i = 0;
	while( i != obj->n_objmaterial ) { 

		OBJ_build_material( obj, i, NULL );
		
		++i;
	}	

	PROGRAM_draw( program );
	
	glUniform1i( PROGRAM_get_uniform_location( program, ( char * )"DIFFUSE" ), 1 );
}
void templateAppInit(int width, int height)
{
    GFX_start();
    glViewport(0.0f, 0.0f, width, height);
    GFX_set_matrix_mode(PROJECTION_MATRIX);
    GFX_load_identity();
    GFX_set_perspective(45.0f, (float)width / (float)height, 0.1f, 100.0f, 0.0f);
    program = PROGRAM_create((char *)"default", VERTEX_SHADER, FRAGMENT_SHADER, 1, DEBUG_SHADERS, NULL, program_draw_callback);
    obj = OBJ_load(OBJ_FILE, 1);
    unsigned char *vertex_array = NULL, *vertex_start = NULL;
    unsigned int i = 0, index = 0, stride = 0, size = 0;
    objmesh = &obj->objmesh[0];
    size = objmesh->n_objvertexdata * sizeof(vec3) * sizeof(vec3) * sizeof(vec2);
    vertex_array = (unsigned char *)malloc(size);
    vertex_start = vertex_array;
    while (i != objmesh->n_objvertexdata) {
	index = objmesh->objvertexdata[i].vertex_index;
	memcpy(vertex_array, &obj->indexed_vertex[index], sizeof(vec3));
	vertex_array += sizeof(vec3);
	memcpy(vertex_array, &obj->indexed_normal[index], sizeof(vec3));
	vertex_array += sizeof(vec3);
	memcpy(vertex_array, &obj->indexed_uv[objmesh->objvertexdata[i].uv_index], sizeof(vec2));
	vertex_array += sizeof(vec2);
	++i;
    }
    glGenBuffers(1, &objmesh->vbo);
    glBindBuffer(GL_ARRAY_BUFFER, objmesh->vbo);
    glBufferData(GL_ARRAY_BUFFER, size, vertex_start, GL_STATIC_DRAW);
    free(vertex_start);
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    glGenBuffers(1, &objmesh->objtrianglelist[0].vbo);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, objmesh->objtrianglelist[0].vbo);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, objmesh->objtrianglelist[0].n_indice_array * sizeof(unsigned short), objmesh->objtrianglelist[0].indice_array, GL_STATIC_DRAW);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
    unsigned char attribute;
    stride = sizeof(vec3) + sizeof(vec3) + sizeof(vec2);
    glGenVertexArraysOES(1, &objmesh->vao);
    glBindVertexArrayOES(objmesh->vao);
    glBindBuffer(GL_ARRAY_BUFFER, objmesh->vbo);
    attribute = PROGRAM_get_vertex_attrib_location(program, (char *)"POSITION");
    glEnableVertexAttribArray(attribute);
    glVertexAttribPointer(attribute, 3, GL_FLOAT, GL_FALSE, stride, (void *)NULL);
    attribute = PROGRAM_get_vertex_attrib_location(program, (char *)"NORMAL");
    glEnableVertexAttribArray(attribute);
    glVertexAttribPointer(attribute, 3, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(sizeof(vec3)));
    attribute = PROGRAM_get_vertex_attrib_location(program, (char *)"TEXCOORD0");
    glEnableVertexAttribArray(attribute);
    glVertexAttribPointer(attribute, 2, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(sizeof(vec3) + sizeof(vec3)));
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, objmesh->objtrianglelist[0].vbo);
    glBindVertexArrayOES(0);
    texture = TEXTURE_create(obj->objmaterial[0].map_diffuse, obj->objmaterial[0].map_diffuse, 1, TEXTURE_MIPMAP, TEXTURE_FILTER_2X, 0.0f);
}
void load_game(void)
{
    init_physic_world();
    gContactAddedCallback = contact_added_callback;
    obj = OBJ_load(OBJ_FILE, 1);
    unsigned int i = 0;
    while (i != obj->n_objmesh) {
	OBJMESH *objmesh = &obj->objmesh[i];
	OBJ_optimize_mesh(obj, i, 128);
	OBJ_build_mesh(obj, i);
	if (strstr(objmesh->name, "momo"))
	    add_rigid_body(objmesh, SPHERE, 2.0f, 0);
	else if (strstr(objmesh->name, "barrel"))
	    add_rigid_body(objmesh, CYLINDER, 1.0f, 0);
	else if (strstr(objmesh->name, "plank"))
	    add_rigid_body(objmesh, BOX, 1.0f, 0);
	else if (strstr(objmesh->name, "ground"))
	    add_rigid_body(objmesh, BOX, 0.0f, 0);
	else if (strstr(objmesh->name, "steel"))
	    add_rigid_body(objmesh, CYLINDER, 0.0f, 0);
	else if (strstr(objmesh->name, "banana")) {
	    add_rigid_body(objmesh, SPHERE, 1.0f, 1);
	    objmesh->btrigidbody->setCollisionFlags(objmesh->btrigidbody->getCollisionFlags() | btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK);
	    objmesh->btrigidbody->forceActivationState(ISLAND_SLEEPING);
	    ++banana;
	} else if (strstr(objmesh->name, "gameover")) {
	    objmesh->visible = 0;
	    gameover = objmesh;
	}
	OBJ_free_mesh_vertex_data(obj, i);
	++i;
    }
    i = 0;
    while (i != obj->n_texture) {
	OBJ_build_texture(obj, i, obj->texture_path, TEXTURE_MIPMAP | TEXTURE_16_BITS, TEXTURE_FILTER_2X, 0.0f);
	++i;
    }
    program = PROGRAM_create((char *)"default", VERTEX_SHADER, FRAGMENT_SHADER, 1, 0, program_bind_attrib_location, NULL);
    i = 0;
    while (i != obj->n_objmaterial) {
	OBJ_build_material(obj, i, NULL);
	++i;
    }
    PROGRAM_draw(program);
    glUniform1i(PROGRAM_get_uniform_location(program, (char *)"DIFFUSE"), 1);
    momo_index = 0;
    center.x = eye.x = 3.5f;
    get_next_momo();
}
void templateAppInit(int width, int height)
{
    GFX_start();
    glViewport(0.0f, 0.0f, width, height);
    GFX_set_matrix_mode(PROJECTION_MATRIX);
    GFX_load_identity();
    GFX_set_perspective(45.0f, (float)width / (float)height, 0.1f, 100.0f, -90.0f);
    obj = OBJ_load(OBJ_FILE, 1);
    unsigned int i = 0;
    while (i != obj->n_objmesh) {
	OBJ_build_mesh(obj, i);
	OBJ_free_mesh_vertex_data(obj, i);
	++i;
    }
    program = PROGRAM_create((char *)"default", VERTEX_SHADER, FRAGMENT_SHADER, 1, 0, program_bind_attrib_location, NULL);
    PROGRAM_draw(program);
}
void templateAppInit(int width, int height)
{
    GFX_start();
    glViewport(0.0f, 0.0f, width, height);
    GFX_set_matrix_mode(PROJECTION_MATRIX);
    GFX_load_identity();
    GFX_set_perspective(80.0f, (float)width / (float)height, 1.0f, 100.0f, -90.0f);
    obj = OBJ_load(OBJ_FILE, 1);
    unsigned int i = 0;
    while (i != obj->n_objmesh) {
	if (strstr(obj->objmesh[i].name, "maze")) {
	    navigation = NAVIGATION_init((char *)"maze");
	    navigation->navigationconfiguration.agent_height = 2.0f;
	    navigation->navigationconfiguration.agent_radius = 0.4f;
	    if (NAVIGATION_build(navigation, obj, i)) {
		console_print("Navigation generated.\n");
	    } else {
		console_print("Unable to create the navigation mesh.");
	    }
	}
	OBJ_optimize_mesh(obj, i, 128);
	OBJ_build_mesh2(obj, i);
	OBJ_free_mesh_vertex_data(obj, i);
	++i;
    }
    init_physic_world();
    load_physic_world();
    player = OBJ_get_mesh(obj, "player", 0);
    player->btrigidbody->setAngularFactor(0.0f);
    maze = OBJ_get_mesh(obj, "maze", 0);
    distance = maze->radius * 2.0f;
    i = 0;
    while (i != obj->n_texture) {
	OBJ_build_texture(obj, i, obj->texture_path, TEXTURE_MIPMAP | TEXTURE_16_BITS, TEXTURE_FILTER_2X, 0.0f);
	++i;
    }
    i = 0;
    while (i != obj->n_objmaterial) {
	OBJ_build_material(obj, i, NULL);
	++i;
    }
    program = PROGRAM_create((char *)"default", VERTEX_SHADER, FRAGMENT_SHADER, 1, 0, program_bind_attrib_location, NULL);
}
示例#8
0
void draw_navigation_points( NAVIGATIONPATHDATA *navigationpathdata, vec3 *color )
{
	unsigned int i = 0;

	while( i != navigationpathdata->path_point_count + 1 )
	{
		navigationpathdata->path_point_array[ i ].z = 1.0f;
		++i;
	}

					 
	glBindVertexArrayOES( 0 );

	glBindBuffer( GL_ARRAY_BUFFER, 0 );

	glEnable( GL_BLEND );
	glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );


	if( !path_point )
	{
		path_point = PROGRAM_create( ( char * )"path_point",
									 ( char * )"point_vert.glsl",
									 ( char * )"point_frag.glsl",
									 1,
									 0,
									 program_bind_attrib_location,
									 NULL );
	}
	

	PROGRAM_draw( path_point );

	glUniformMatrix4fv( PROGRAM_get_uniform_location(
						path_point,
						( char * )"MODELVIEWPROJECTIONMATRIX" ),
						1,
						GL_FALSE, 
						( float * )GFX_get_modelview_projection_matrix() );

	glUniform3fv( PROGRAM_get_uniform_location( 
				  path_point,
				  ( char * )"COLOR" ),
				  1,
				  ( float * )color );

	glEnableVertexAttribArray( 0 );

	glVertexAttribPointer( 0,
						   3,
						   GL_FLOAT,
						   GL_FALSE,
						   0,
						   navigationpathdata->path_point_array );

	glDrawArrays( GL_POINTS,
				  0,
				  navigationpathdata->path_point_count + 1 );

	glDrawArrays( GL_LINE_STRIP,
				  0,
				  navigationpathdata->path_point_count + 1 );
	
	glDisable( GL_BLEND );
}
示例#9
0
void templateAppInit( int width, int height ) {

	atexit( templateAppExit );

	GFX_start();

	glViewport( 0.0f, 0.0f, width, height );

	GFX_set_matrix_mode( PROJECTION_MATRIX );
	GFX_load_identity();
	GFX_set_perspective( 45.0f,
						 ( float )width / ( float )height,
						 0.1f,
						 100.0f,
						 0.0f );

	obj = OBJ_load( OBJ_FILE, 1 );

	unsigned int i = 0;

	while( i != obj->n_objmesh ) {

		console_print( "%s: %d: GL_TRIANGLES\n",
					   obj->objmesh[ i ].name,
					   obj->objmesh[ i ].objtrianglelist[ 0 ].n_indice_array );

		OBJ_optimize_mesh( obj, i, 128 );

		console_print( "%s: %d: GL_TRIANGLE_STRIP\n",
					   obj->objmesh[ i ].name,
					   obj->objmesh[ i ].objtrianglelist[ 0 ].n_indice_array );

		OBJ_build_mesh( obj, i );

		OBJ_free_mesh_vertex_data( obj, i );

		++i;
	}	


	i = 0;
	while( i != obj->n_texture ) { 

		OBJ_build_texture( obj,
						   i,
						   obj->texture_path,
						   TEXTURE_MIPMAP | TEXTURE_16_BITS | TEXTURE_16_BITS_5551,
						   TEXTURE_FILTER_2X,
						   0.0f );
		++i;
	}	


	i = 0;

	while( i != obj->n_objmaterial ) {
	
		OBJ_build_material( obj,
							i,
							PROGRAM_create( ( char * )"default",
											VERTEX_SHADER,
											FRAGMENT_SHADER,
											1,
											1,
											program_bind_attrib_location,
											NULL ) );
		
		OBJ_set_draw_callback_material( obj, i, material_draw_callback );
		
		++i;
	}
}
示例#10
0
//获取obj文件,再获取该文件的网格
void templateAppInit( int width, int height ) {

	atexit( templateAppExit );

	GFX_start();

	glViewport( 0.0f, 0.0f, width, height );

	GFX_set_matrix_mode( PROJECTION_MATRIX );
	GFX_load_identity();
    //建立透视投影矩阵
	GFX_set_perspective( 45.0f,
						 ( float )width / ( float )height,
						 0.1f,
						 100.0f,
						 0.0f );
    //新建一个可自动加载、编译和链接着色器程序的着色器程序
	program = PROGRAM_create( ( char * )"default",
							  VERTEX_SHADER,
							  FRAGMENT_SHADER,
							  1,
							  DEBUG_SHADERS,
							  NULL,   //属性回调函数
							  program_draw_callback );   //绘制回调函数

    //加载obj文件
	obj = OBJ_load( OBJ_FILE, 1 );   


	unsigned char *vertex_array = NULL,
				  *vertex_start = NULL;

	unsigned int i	    = 0,
				 index  = 0,
				 stride = 0,
				 size   = 0;

    //获取结构指针中第一个网格的指针,
	objmesh = &obj->objmesh[ 0 ]; //里面包含多个obj文件的实体

    //计算顶点数据数组的总大小,以便可以分配为VBO构建GLES友好的顶点数据数组所需的内存大小
	size = objmesh->n_objvertexdata * sizeof( vec3 ) * sizeof( vec3 );

	vertex_array = ( unsigned char * ) malloc( size );
	vertex_start = vertex_array;

    //根据索引的顶点位置以及objmesh结构中包含的顶点法线构建顶点数据数组
	while( i != objmesh->n_objvertexdata ) { 

		index = objmesh->objvertexdata[ i ].vertex_index;

		memcpy( vertex_array,
				&obj->indexed_vertex[ index ],
				sizeof( vec3 ) );

		vertex_array += sizeof( vec3 );


		memcpy( vertex_array,
				&obj->indexed_normal[ index ],
				sizeof( vec3 ) );

		vertex_array += sizeof( vec3 );

		++i;
	}
    
    //请求驱动程序为VBO创建一个新的缓冲区索引,并使其处于活动状态
	glGenBuffers( 1, &objmesh->vbo ); 
	glBindBuffer( GL_ARRAY_BUFFER, objmesh->vbo );

    //将顶点数据数组从本地存储器转移到视频存储器
	glBufferData( GL_ARRAY_BUFFER,
				  size,
				  vertex_start,
				  GL_STATIC_DRAW );

	free( vertex_start );

	glBindBuffer( GL_ARRAY_BUFFER, 0 );

    //----------------------------------------------------
    
    //为第一个objmesh三角形列表创建一个新id,并使当前索引处于活动状态
	glGenBuffers( 1, &objmesh->objtrianglelist[ 0 ].vbo );
	
    
	glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 
				  objmesh->objtrianglelist[ 0 ].vbo );

    //以类似发送数组缓冲区的方式,将该索引数组发送到GPU
	glBufferData( GL_ELEMENT_ARRAY_BUFFER,
				  objmesh->objtrianglelist[ 0 ].n_indice_array *
				  sizeof( unsigned short ),
				  objmesh->objtrianglelist[ 0 ].indice_array,
				  GL_STATIC_DRAW );

	glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 );


    //创建VAO
    //计算不同顶点数据之间的顶点数组跨度
	unsigned char attribute;
				  stride = sizeof( vec3 )+
						   sizeof( vec3 );

    //创建一个新的VAO索引,并使其保持活动状态
	glGenVertexArraysOES( 1, &objmesh->vao );

	glBindVertexArrayOES( objmesh->vao );

    
    //开始构建VAO列表绑定,其中包括相关的调用来设置数组缓冲区
	glBindBuffer( GL_ARRAY_BUFFER, objmesh->vbo );

    //在VAO列表中包括POSITION顶点属性调用
	attribute = PROGRAM_get_vertex_attrib_location( program, ( char * )"POSITION" );

	glEnableVertexAttribArray( attribute );

	glVertexAttribPointer( attribute,
						   3,
						   GL_FLOAT,
						   GL_FALSE,
						   stride,
						   ( void * )NULL );
    
    //--------------------------------------------------------
    
    //以处理顶点位置相同的方式处理顶点法线,但是顶点属性指针调用的最后一个参数稍有不同,必须指定距离下一个
    //数据类型的偏移量
	attribute = PROGRAM_get_vertex_attrib_location( program, ( char * )"NORMAL" );

	glEnableVertexAttribArray( attribute );

	glVertexAttribPointer( attribute,
						   3,
						   GL_FLOAT,
						   GL_FALSE,
						   stride,
						   BUFFER_OFFSET( sizeof( vec3 ) ) );
    
    //在关闭VAO列表之前绑定数组元素缓冲区(索引)
	glBindBuffer( GL_ELEMENT_ARRAY_BUFFER,
				  objmesh->objtrianglelist[ 0 ].vbo );					   

    //停用当前的VAO,其次对前面所调用的类似数组的所有命令进行编译,然后将它们与VAO索引相关亮
	glBindVertexArrayOES( 0 );
}
示例#11
0
void load_game( void )
{
	obj = OBJ_load( OBJ_FILE, 1 );

	unsigned int i = 0;

	while( i != obj->n_objmesh ) {
	
		if( strstr( obj->objmesh[ i ].name, "maze" ) ) {
		
			navigation = NAVIGATION_init( ( char * )"maze" );

			navigation->navigationconfiguration.agent_height = 2.0f;

			navigation->navigationconfiguration.agent_radius = 0.4f;

			if( NAVIGATION_build( navigation, obj, i ) )
			{ console_print( "Navigation generated.\n"); }

			else
			{ console_print( "Unable to create the navigation mesh." ); }
		}
	
		OBJ_optimize_mesh( obj, i, 128 );

		OBJ_build_mesh2( obj, i );
		
		OBJ_free_mesh_vertex_data( obj, i );

		++i;
	}
	
	
	init_physic_world();
	
	load_physic_world();

	dispatcher->setNearCallback( near_callback );

	enemy = OBJ_get_mesh( obj, "enemy", 0 );

	enemy->btrigidbody->setAngularFactor( 0.0f );

	navigationpathdata_player.path_point_count =
	navigationpathdata_enemy.path_point_count  = 0;

	player_next_point =
	enemy_next_point  = -1;	


	player = OBJ_get_mesh( obj, "player", 0 );

	player->btrigidbody->setAngularFactor( 0.0f );

	maze = OBJ_get_mesh( obj, "maze", 0 );
	
	distance = maze->radius * 2.0f;


	i = 0;
	while( i != obj->n_texture ) { 

		OBJ_build_texture( obj,
						   i,
						   obj->texture_path,
						   TEXTURE_MIPMAP | TEXTURE_16_BITS,
						   TEXTURE_FILTER_2X,
						   0.0f );
		++i;
	}


	i = 0;
	while( i != obj->n_objmaterial ) { 

		OBJ_build_material( obj, i, NULL );
		
		++i;
	}	
	
	program = PROGRAM_create( ( char * )"default",
							  VERTEX_SHADER,
							  FRAGMENT_SHADER,
							  1,
							  0,
							  program_bind_attrib_location,
							  NULL );	
}
示例#12
0
void templateAppInit( int width, int height ) {

	atexit( templateAppExit );

	GFX_start();

	glViewport( 0.0f, 0.0f, width, height );

	GFX_set_matrix_mode( PROJECTION_MATRIX );
	GFX_load_identity();
	
	
	GFX_set_perspective( 80.0f,
						 ( float )width / ( float )height,
						 1.0f,
						 100.0f,
						 -90.0f );
						 

	obj = OBJ_load( OBJ_FILE, 1 );

	unsigned int i = 0;

	while( i != obj->n_objmesh ) {
	
		OBJ_optimize_mesh( obj, i, 128 );

		/* OBJ_build_mesh2 is another version of the OBJ_build_mesh that do not 
		   use VAO (only pure glDraw calls), at the time of writing this book mixing
		   direct rendering using glDraw commands (as you will do in this chapter) with
		   VAO cause issues on some Android drivers. */
		OBJ_build_mesh2( obj, i );
		
		OBJ_free_mesh_vertex_data( obj, i );

		++i;
	}
	
	
	init_physic_world();
	
	load_physic_world();
	

	i = 0;
	while( i != obj->n_texture ) { 

		OBJ_build_texture( obj,
						   i,
						   obj->texture_path,
						   TEXTURE_MIPMAP | TEXTURE_16_BITS,
						   TEXTURE_FILTER_2X,
						   0.0f );
		++i;
	}


	i = 0;
	while( i != obj->n_objmaterial ) { 

		OBJ_build_material( obj, i, NULL );
		
		++i;
	}	
	
	program = PROGRAM_create( ( char * )"default",
							  VERTEX_SHADER,
							  FRAGMENT_SHADER,
							  1,
							  0,
							  program_bind_attrib_location,
							  NULL );
}