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dotnet add package JavaGl.Obj --version                
NuGet\Install-Package JavaGl.Obj -Version                
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<PackageReference Include="JavaGl.Obj" Version="" />                
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paket add JavaGl.Obj --version                
#r "nuget: JavaGl.Obj,"                
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// Install JavaGl.Obj as a Cake Addin
#addin nuget:?package=JavaGl.Obj&version=

// Install JavaGl.Obj as a Cake Tool
#tool nuget:?package=JavaGl.Obj&version=                


Build Nuget

Xamarin.Android bindings library for the de.javagl:obj library.
Simple Wavefront OBJ files loader and writer.

Java Samples

Java Samples showing how to use this library are available in the ObjSamples project.


This is a simple loader and writer for Wavefront .OBJ files. The elements that are currently supported are

  • Vertices
  • Texture coordinates
  • Normals
  • Faces (with positive or negative indices)
  • Groups
  • Material groups
  • MTL files

The IObj interface is basically an in-memory representation of an OBJ file. It combines a IReadableObj, which provides the contents of the OBJ file, and a IWritableObj, which may receive elements like vertices and faces in order to build an OBJ in memory.

The ObjReader class may either create a new Obj object directly from an input stream, or pass the elements that are read from the input stream to a IWritableObj.

The ObjWriter class offers a method to write a IReadableObj object to an output stream.

The ObjData class offers various methods to obtain the data that is stored in a IReadableObj as plain arrays or direct buffers.

The ObjUtils class offers basic utility methods for general operations on the OBJ data.

Rendering OBJ data with OpenGL

The ObjUtils class contains methods that aim at preparing the OBJ so that it may easily be rendered with OpenGL. These methods may...

  • convert a single group of an OBJ into a new OBJ
  • triangulate OBJ data
  • make sure that texture coordinates or or normal coordinates are unique for each vertex
  • convert an OBJ to an OBJ that is uses the same index sets for vertices, texture coordinates and normals

The latter operations are also summarized in one dedicated method, namely the ObjUtils.ConvertToRenderable method:

var inputStream = ...;

var obj = ObjUtils.ConvertToRenderable(ObjReader.Read(inputStream));

var indices = ObjData.GetFaceVertexIndices(obj);
var vertices = ObjData.GetVertices(obj);
var texCoords = ObjData.GetTexCoords(obj, 2);
var normals = ObjData.GetNormals(obj);

These buffers may directly be used as the data for vertex buffer objects (VBO) in OpenGL.

Extracting material groups

An OBJ may contain multiple material definitions. When such an OBJ should be rendered with OpenGL, this usually means that there will be one shader for each material - or at least, different textures may have to be used for different parts of the objects. This library offers methods to extract the parts of the OBJ that have the same material. In the OBJ format, these groups consist of the triangles that follow one usemtl directive.

When such an OBJ file is read, the resulting material groups may be obtained from the IReadableObj object, and each of them can be converted into a new IObj object using the ObjUtils.GroupToObj method.

The ObjSplitting class contains a convenience method for this:

var obj = ObjReader.Read(...);
var mtlObjs = ObjSplitting.SplitByMaterialGroups(obj);

Each of these IObj objects may then be converted into a renderable OBJ, using the ObjUtils.ConvertToRenderable method as described above, and then be rendered with the appropriate shader for the respective material.

Limiting the number of vertices per OBJ

In certain environments, the number of vertices that may be involved in one rendering call is limited. Particularly, in WebGL or OpenGL ES 2.0, the indices that are used for indexed draw calls may only be of the type GlUnsignedShort, which means that no object may have more than 65k vertices. In these cases, larger OBJ files have to be split into multiple parts. Additionally, the index buffers that are passed to the rendering API may not contain (4-byte) int elements, but only (2-byte) short elements.

The ObjSplitting class contains a method that allows splitting an OBJ into multiple parts, each having only a maximum number of vertices. Additionally, the ObjData class contains methods for converting an IntBuffer into a ShortBuffer.

So in order to split a large OBJ into multiple parts, and render each part with WebGL or OpenGL ES 2.0, the following code can be used:

var largeObj = ObjReader.Read(...);
var renderableObj = ObjUtils.ConvertToRenderable(largeObj);

if (renderableObj.NumVertices > 65000)
    // If this has to be rendered with OpenGL ES 2.0, then
    // the object may not contain more than 65k vertices!
    // Split it into multiple parts: 
    var renderableParts = ObjSplitting.SplitByMaxNumVertices(renderableObj, 65000);
    foreach (var renderablePart in renderableParts)
        // Obtain the indices as a "short" buffer that may
        // be used for OpenGL rendering with the index 
        // type GlUnsignedShort
        var indices = ObjData.ConvertToShortBuffer(ObjData.GetFaceVertexIndices(renderablePart));
        SendToRenderer(indices, ...);
Product Compatible and additional computed target framework versions.
MonoAndroid monoandroid10.0 is compatible.  monoandroid11.0 is compatible. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.
  • MonoAndroid 10.0

    • No dependencies.
  • MonoAndroid 11.0

    • No dependencies.

NuGet packages

This package is not used by any NuGet packages.

GitHub repositories

This package is not used by any popular GitHub repositories.

Version Downloads Last updated 888 6/7/2023 925 8/3/2021