|Imported lamp OBJ with calculated normals|
After a lot of help from the boost::python mailing list, I've managed to expose my Scene object to python. Although there isn't a lot of the C++ code exposed, the "infrastructure" for it is there so I can expose classes and individual functions quickly on a need-to-expose basis. Right now I have a python script, which compiles to a Qt resource in the binary and use it to import OBJs. Although it's fairly generic (lacks material support, ignores normals/UVs), it would be plenty trivial to import other geometry types with very little effort.
As I mentioned, I'm ignoring the normals provided in the lamp OBJ for now and recompute the normals per face (no smoothing). I've had a bug in the fragment shader for the longest time that I've ignored until I started moving the cube mesh away from the origin. Looking at the GLSL, it looks like I was transforming my incoming normal by my object-to-world. That made the translation factor muck up the vector. I ended up adding a normal object-to-world matrix that right now just consists of the model rotation matrix. It looks a lot better!
Write python-based mesh importers
Tumble around scene in Maya-like camera
Render "test" to aqsis window
Add a face mode and some tools (?in python?)
Send scene to aqsis
Make render settings (resolution at least) adjustable