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Various scripts, utils, and code examples for OpenGL ES programming for iOS
Hi, i would like to ask you to improve your blender importing script to save models to binary format. Something like Simon Maurice created in his tutorials here http://web.me.com/smaurice/iPhone_OpenGL_ES_Blog/iPhone_OpenGL/Entries/2009/6/18_OpenGL_ES_15_-_Getting_Access_to_Blender_Models__Part_2.html
I think this approach is far more flexible than importing headers here and there:)
Hello !
I work with an iMac running on MAC OS 10.6.8 and the version 2.57 of Blender.
I perfectly installed the script but I can't enable it...
On the console window, I have the following message :
Traceback (most recent call last):
File "/Applications/Blender/blender.app/Contents/MacOS/2.57/scripts/modules/addon_utils.py", line 207, in enable
mod = import(module_name)
File "/Applications/Blender/blender.app/Contents/MacOS/2.57/scripts/addons/io_export_objective_c_header.py", line 26, in
import bpy_extras
ImportError: No module named bpy_extras
Thank you very much
Frenchy Calcimicium
I can't make the obj and mil loader work with the OpenGL ES 2.0/3.0 pipeline. Do you think its possible? Thanks!
Hey,
Thanks for all the helpful info. I was able to successfully export a blender scene to a .h file. I was just wondering if there were any example projects that show an example of how to drop in a generated .h file to an iOS project and get it drawing?
Your original blog post from 2009 mentions one, but it sure has been a while, and download links are broken.
Thanks!
It should be placed in Classes folder.
I couldn't get it to work. Can you fix this to to not required Linker error with example project Simple OpenGL ES 2.0 Example: Icosahedron.xcodeproj
error: unknown argument: '-fobjc-nonfragile-abi2'
Command /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang failed with exit code 1
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