Where to Go From Here?
Here is the completed project with all of the code and resources from this part of the Blender to OpenGL ES tutorial. You can also find its repository on GitHub.
Congratulations, you’ve enhanced your model viewer and knowledge of 3D graphics by handling and implementing materials! This part of the series was quite tricky, especially when parsing two separate graphics files to produce one model representation.
You should now understand the material properties of simple surfaces and know how to analyze an OBJ/MTL file pair. By now, you’re a total pro when it comes to command line tools in Xcode and really know your way around file I/O. You’ve explored GLKit a bit more and hopefully you’ve noticed the trade-off between ease of implementation and quality of rendering.
In Part 3 of this tutorial series, you’ll take a deep dive into the world of shaders and advanced OpenGL ES. You’ll learn a new programming language, GLSL, and use it to have complete control of your scene’s lighting. Even better, you'll get a new model to play around with. :]
If you have any questions, comments or suggestions, feel free to join the discussion below!