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Home/ Questions/Q 7060569
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Editorial Team
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Editorial Team
Asked: May 28, 20262026-05-28T04:22:07+00:00 2026-05-28T04:22:07+00:00

For a project with a 3d model I was given an Autocad file. I

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For a project with a 3d model I was given an Autocad file. I imported the file in 3ds max and exported it as .obj file. So far so good.
But when I load this file into my Jogl application, I have a strange problem with color material. Te be more precise, look at the images below. The first one is an screenshot from my application and the second one, is a screenshot of the exactly the same file loaded into a 3d manipulation software.

How it looks like:

How it looks like

How it should look like:

How it should look like

For sake of clearance, in my code, I use triangles and for each of them I have vertex, normal, texture coordinate. So the question is, What is missing?

gl.glNewList(1, gl.GL_COMPILE);
        for (int i = 0; i < len; i=i+3) {

            gl.glBegin(GL.GL_TRIANGLES);

            gl.glTexCoord2f(body.body_textCoords[i][0], body.body_textCoords[i][1]);
            gl.glNormal3f(body.body_normal[i][0], body.body_normal[i][1], body.body_normal[i][2]);
            gl.glVertex3f(body.body_vertex[i][0], body.body_vertex[i][1], body.body_vertex[i][2]);

            gl.glTexCoord2f(body.body_textCoords[i+1][0], body.body_textCoords[i+1][1]);
            gl.glNormal3f(body.body_normal[i+1][0], body.body_normal[i+1][1], body.body_normal[i+1][2]);
            gl.glVertex3f(body.body_vertex[i+1][0], body.body_vertex[i+1][1], body.body_vertex[i+1][2]);

            gl.glTexCoord2f(body.body_textCoords[i+2][0], body.body_textCoords[i+2][1]);
            gl.glNormal3f(body.body_normal[i+2][0], body.body_normal[i+2][1], body.body_normal[i+2][2]);
            gl.glVertex3f(body.body_vertex[i+2][0], body.body_vertex[i+2][1], body.body_vertex[i+2][2]);
            gl.glEnd();
        }
gl.glEndList();
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  1. Editorial Team
    Editorial Team
    2026-05-28T04:22:07+00:00Added an answer on May 28, 2026 at 4:22 am

    Just some random things to try:

    Are your normals already normalized? (If not, this could account for the appearance of too-bright light. Enable GL_NORMALIZE to fix)

    What happens if you disable textures and just paint everything in orange? (Just one less variable to worry about)

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