WaveFrontReader update to support per-vertex color extension

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Assessment

Difficulty
3/5
Estimated time
1-2 days
Newbie friendliness
35/100
Issue type
Feature
Clarity
Mostly clear
Activity status
Stale
Tech stack
cpp

Research direction

Start by locating the WaveFrontReader entry point and reviewing how OBJ v records are parsed, then compare that behavior with the six-value vertex lines in the issue. No file or test is named, so identify the relevant reader coverage before starting. Done means supported OBJ files load while preserving their per-vertex color values.

Written by the indexing model from the issue text.

Description

utility

While more of a 'hack' than an extension, some tools support exporting/importing WaveFront OBJs with per vertex color thrown in

####
#
# OBJ File Generated by Meshlab
#
####
# Object VERTEXPAINT_004_OBJ.obj
#
# Vertices: 284
# Faces: 281
#
####
mtllib ./VERTEXPAINT_004_OBJ.obj.mtl

vn 0.029683 0.730087 -0.682709
v 1220.094482 -572.500000 177.713943 0.984314 0.764706 1.000000  

# "3 vals for Vert and 3 vals for Col"

vn 0.000000 0.858139 -0.513418
v 1291.571533 -609.439636 -28.628490 0.921569 0.219608 1.000000
vn 0.303129 0.896367 -0.323480

https://gamedev.stackexchange.com/questions/21303/how-can-i-include-vertex-color-information-in-obj-files

Dominant language
C++
Stars
860
Forks
169
Avg merge
9h 49m
Merged PRs (30d)
4

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  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

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