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Home/ Questions/Q 8543057
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Editorial Team
  • 0
Editorial Team
Asked: June 11, 20262026-06-11T12:12:48+00:00 2026-06-11T12:12:48+00:00

I have installed Blender , compiled Jeff LaMarche’s Blender Objective-C Export Plugin and exported

  • 0

I have installed Blender, compiled Jeff LaMarche’s Blender Objective-C Export Plugin and exported “MyImage.obj” as an Objective-C header file (GraphicsTypes.h) successfully.

Now I am trying to draw 3D shape from Blender exported Header file using OpenGL in iPhone.

This is the picture representation of MyImage.obj in Blender. I have pasted my Blender exported Objective-C header file below.

How can i draw the same 3D picture in Objective-C using the below code.

I am following this link to do the process. However i am unable to incorporate the model into my application.

I didn’t find any tutorial to render the image using the below code (Blender exported Objective-C header).

I have tried the code with HelloGLKit OpenGL sample application . However it didn’t draw any thing.

Any help on this issue is appreciated.

GraphicsTypes.h [Blender exported Objective-C header]

//If not using MC3D, change 1 to 0 to add needed types
#if 1
    #import "MC3DTypes.h"
#else
    struct texCoord
    {
        GLfloat     u;
        GLfloat     v;
    };
    typedef struct texCoord texCoord;
    typedef texCoord* texCoordPtr;

    typedef struct vec2 vec2;
    typedef vec2* vec2Ptr;

    struct vec3
    {
        GLfloat x;
        GLfloat y;
        GLfloat z;
    };

    typedef struct vec3 vec3;
    typedef vec3* vec3Ptr;

    struct vec4
    {
        GLfloat x;
        GLfloat y;
        GLfloat z;
        GLfloat w;
        };

    typedef struct vec4 vec4;
    typedef vec4* vec4Ptr;

#endif

struct vertexData
{
    vec3        vertex;
    vec3        normal;
}
typedef struct vertexData vertexData;
typedef vertexData* vertexDataPtr;


static const vertexData MeshVertexData[] = {
    {/*v:*/{1.000000, -1.000000, -1.000000}, /*n:*/{0.577349, 0.577349, -0.577349} },
    {/*v:*/{1.000000, -1.000000, 1.000000}, /*n:*/{0.577349, -0.577349, -0.577349} },
    {/*v:*/{-1.000000, -1.000000, 1.000000}, /*n:*/{-0.577349, -0.577349, -0.577349} },
    {/*v:*/{1.000000, 1.000000, -1.000000}, /*n:*/{0.577349, 0.577349, 0.577349} },
    {/*v:*/{-1.000000, 1.000000, -1.000000}, /*n:*/{-0.577349, 0.577349, 0.577349} },
    {/*v:*/{0.999999, 1.000000, 1.000001}, /*n:*/{0.577349, -0.577349, 0.577349} },
    {/*v:*/{1.000000, -1.000000, -1.000000}, /*n:*/{0.577349, 0.577349, -0.577349} },
    {/*v:*/{1.000000, 1.000000, -1.000000}, /*n:*/{0.577349, 0.577349, 0.577349} },
    {/*v:*/{1.000000, -1.000000, 1.000000}, /*n:*/{0.577349, -0.577349, -0.577349} },
    {/*v:*/{1.000000, -1.000000, 1.000000}, /*n:*/{0.577349, -0.577349, -0.577349} },
    {/*v:*/{0.999999, 1.000000, 1.000001}, /*n:*/{0.577349, -0.577349, 0.577349} },
    {/*v:*/{-1.000000, -1.000000, 1.000000}, /*n:*/{-0.577349, -0.577349, -0.577349} },
    {/*v:*/{-1.000000, -1.000000, 1.000000}, /*n:*/{-0.577349, -0.577349, -0.577349} },
    {/*v:*/{-1.000000, 1.000000, 1.000000}, /*n:*/{-0.577349, -0.577349, 0.577349} },
    {/*v:*/{-1.000000, 1.000000, -1.000000}, /*n:*/{-0.577349, 0.577349, 0.577349} },
    {/*v:*/{1.000000, 1.000000, -1.000000}, /*n:*/{0.577349, 0.577349, 0.577349} },
    {/*v:*/{1.000000, -1.000000, -1.000000}, /*n:*/{0.577349, 0.577349, -0.577349} },
    {/*v:*/{-1.000000, -1.000000, -1.000000}, /*n:*/{-0.577349, 0.577349, -0.577349} },
    {/*v:*/{-1.000000, -1.000000, -1.000000}, /*n:*/{-0.577349, 0.577349, -0.577349} },
    {/*v:*/{1.000000, -1.000000, -1.000000}, /*n:*/{0.577349, 0.577349, -0.577349} },
    {/*v:*/{-1.000000, -1.000000, 1.000000}, /*n:*/{-0.577349, -0.577349, -0.577349} },
    {/*v:*/{-1.000000, 1.000000, -1.000000}, /*n:*/{-0.577349, 0.577349, 0.577349} },
    {/*v:*/{-1.000000, 1.000000, 1.000000}, /*n:*/{-0.577349, -0.577349, 0.577349} },
    {/*v:*/{0.999999, 1.000000, 1.000001}, /*n:*/{0.577349, -0.577349, 0.577349} },
    {/*v:*/{1.000000, 1.000000, -1.000000}, /*n:*/{0.577349, 0.577349, 0.577349} },
    {/*v:*/{0.999999, 1.000000, 1.000001}, /*n:*/{0.577349, -0.577349, 0.577349} },
    {/*v:*/{1.000000, -1.000000, 1.000000}, /*n:*/{0.577349, -0.577349, -0.577349} },
    {/*v:*/{0.999999, 1.000000, 1.000001}, /*n:*/{0.577349, -0.577349, 0.577349} },
    {/*v:*/{-1.000000, 1.000000, 1.000000}, /*n:*/{-0.577349, -0.577349, 0.577349} },
    {/*v:*/{-1.000000, -1.000000, 1.000000}, /*n:*/{-0.577349, -0.577349, -0.577349} },
    {/*v:*/{-1.000000, -1.000000, -1.000000}, /*n:*/{-0.577349, 0.577349, -0.577349} },
    {/*v:*/{-1.000000, -1.000000, 1.000000}, /*n:*/{-0.577349, -0.577349, -0.577349} },
    {/*v:*/{-1.000000, 1.000000, -1.000000}, /*n:*/{-0.577349, 0.577349, 0.577349} },
    {/*v:*/{-1.000000, 1.000000, -1.000000}, /*n:*/{-0.577349, 0.577349, 0.577349} },
    {/*v:*/{1.000000, 1.000000, -1.000000}, /*n:*/{0.577349, 0.577349, 0.577349} },
    {/*v:*/{-1.000000, -1.000000, -1.000000}, /*n:*/{-0.577349, 0.577349, -0.577349} },
};

// Example OpenGL ES 1.1 Drawing Code:
// glEnableClientState(GL_VERTEX_ARRAY);
// glEnableClientState(GL_NORMAL_ARRAY);
// glVertexPointer(3, GL_FLOAT, sizeof(VertexData3D), &MeshVertexData[0].vertex);
// glNormalPointer(GL_FLOAT, sizeof(VertexData3D), &MeshVertexData[0].normal);
// glDrawArrays(GL_TRIANGLES, 0, kMeshNumberOfVertices);
// glDisableClientState(GL_VERTEX_ARRAY);
// glDisableClientState(GL_NORMAL_ARRAY);
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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-11T12:12:49+00:00Added an answer on June 11, 2026 at 12:12 pm

    I have used the NinevehGL instead of Blender.

    NinevehGL is a 3D engine forged with pure Obj-C

    NinevehGL is now on BETA 0.9.3 version

    You can check the details about NinevehGL here

    You can see the NinevehGL forum here

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